m 



.ni'K, 






•. I 






iJ'lh! 



*'■» 



^^^^ V 






^^ 



^^. 



^^. ' 






O' s 



■J 












nN- 



,>>• 



^^^ <^^ 









.^^ -^^^ 






^•^tt^^ 



'^:a s^^ 



t,. 






<>^ s^V' /,, '-fe. 



-A' ^ 



•^<<. 






A' 
0^' 



0^^ 












A^ 



.^^- 






'^. - 



.\I-' 



/-•'^l 



■''^_. 



% ^ 

^ '^^'. 






^^ 









•/». 
V 



^ 


^^ 




^*. 








► 






^ ."< 


■V, 


"^' 


.^^ 






s^ 


^. 







■^ 

". ^ 



.A' ^ 



'V 



:. s** v^ 



'-^^ .^ 









.^' 






'^<^^ 



,^^' ^/> 



■^c. 









\' '^^ 



..5 --c. 



.( 






.^^ . 












.'^^ 



A 









->..,^- 




\ o. .0- > 

>- V 

o 



x' 



•0' '^ '^ ^ <5^ 










\<^°,. 






>. 



''/ .. s^ ,\ 



^ <^ 















^/. ^ , V * .<C 



cC^' 















x<-^ "*.. '/- 



^6, 



v^% 



■•^^••^.^,.•■•^v■■y^;'■•■''^■••'•/■.-;;.,V■••\v 

■ - ' o • 









-^4 



.<^' 



*■ <■ ^.' 






v<-. r- -' ■. ,jr' ."^ 



\ 



.^^ ^^■ 






^ V * / 



**., 






.0> s 



\ 



S>' % 



'A ,> 






■^ '^^. 



•^/ 



.0 



,^"^ 



^'. >.. v*^ 



\ 







'"oci' 



"■'"^^ V*' 



^:/ 



\ 









9./* 






vO^^. 



/._ ^ N ' y ^ 





















GAMES AND DANCES 



A SELECTED COLLECTION OF 
GAMES, SONG-GAMES AND DANCES 
SUITABLE FOR SCHOOLS, PLAY- 
GROUNDS, GYMNASTIC ASSOCIA- 
TIONS, BOYS' & GIRLS' CLUBS, ETC. 



WILLIAM A'r'STECHER, B. S. G. 

Director Physical Education Public Schools of Philadelphia, Pa. Secretary, Committee on 
Physical Training, American Gymnastic Union. Editor of "Mind and Body." 



Third Edition — Revised and Enlarged 



PUBLISHED BY 

JOHN JOSEPH McVEY 

PHILADELPHIA, PA. 



GrVi ^0 5 



Copyright, 1920 

BY 

JOHN JOSEPH McVET 



All Rights Reserved 



DEC I I IS20 



CLAG04516 



■ PREFACE 

Increased attention to the physical welfare of children and adults, 
also the greatly increased number of playgrounds, has created a demand for 
a separate and enlarged edition of those activities of the Philadelphia "Hand- 
books of Lessons in Physical Traming and Games,*' found under the headmgs 
of Games, Song-Plays, Dances and Roundels. 

The plan followed in the other books is also adhered to here, namely, 
the games and dances suitable for children or adults of each particular 
school-grade or age-group are printed together. This procedure places into 
the hands of a teacher a graded selection of tried and effective games and 
dances. The games and dances are arranged in nine progressive grades. 
Games marked (R) can be played in a room as well as in a playground. 
In an appendix a limited selection of *'quiet games" and "problems" for hot 
weather is presented. This is followed by a list of track and field events 
which may be undertaken on the average playground, and by the records 
which the ordinary boy and girl should make. Then come seven compositions 
suited for mass drills on play days or field days. Lastly comes much valuable 
information relating to the space necessary for different kinds of play, to play- 
courts, to the preparation playground teachers should have, to programs* 
salaries, etc., etc. 

Games and plays may be classified (a) into play activities upon stationary 
apparatus of various kinds, and (b) into play without stationary apparatus. 
Into the first group fall the playful activities upon the swinging and traveling 
rings, giant strides, swings, low horizontal bars, ladders, poles, teeter boards, 
and like forms of suitable play apparatus for children and adults. These are 
all forms of appliances upon which any one without gymnastic training and 
without the aid of a teacher of gymnastics or of play may amuse himself to 
his heart's content. Quite a number of easy "stunts" may be performed upon 
such apparatus. 

Into the second group, namely, play without stationary apparatus, fall 
all the play activities we know under the name of games. Guts Muths, 
in his classic book, "Games for Practice and Recreation," divides all games 



iv PREFACE. 

into two classes — motion games and quiet games. In playground work we are 
interested mainly in games of motion, and in such forms of these as are found 
in the sub-division of *'games which train observation and sense-judgment." 
These latter games may again be divided into so-called "teasing games** and 
*'team games." The team games may again be sub-divided into games of low 
and of high organization. In games of low organization all participants play 
practically all parts of the game. In games of high organization the team is 
divided into distinct groups, the members of each group performing some 
strictly defined part of the play. 

Teachers often make the mistake of thinking that teasing games, like 
**Jacob, Where Are You?** "The Beetle Is Out,'* "Cat and Mouse,** "Pussy 
Wants a Corner," "Spin the Plate,*' or games of imitation, like "Railroad,** 
"Steamboat,** etc., do not appeal to children over 8 years of age. They do; 
even adults like to play such games. But the interest in them lasts only a short 
period. All players, even young children, soon tire of them. 

What, then, makes some games appeal to players seemingly at all times? 
When such universally popular games, like most ball games, are analyzed, we 
find that their activities consist of chasing, throwing, striking, catching and like 
fundamental movements. Now, while each separate one of these activities 
interests us, it is only as the difficulty of the execution of each separate activity 
is increased, or as several of these activities are combined into a game, that 
our interest also increases. And if we study and inquire into the reason for 
this increased difficulty in games we find that it is principally the mental 
requirements which make games more difficult. Very often the physical 
requirements are not increased at all in games that are of great interest to 
older children and to adults. Note the following gradations of games where 
the physical activities are practically unchanged, but where, on account of 
the added, unforeseen incidents, a simple game for young children becomes a 
game for adults — e. g.: 

A. (I) Plam Tag, (2) Cross Tag, (3) Last Pair Run, (4) Three 
Deep, (5) Rabbits, (6) Prisoner's Base; or 

B. (1) Toss a Ball to a Player, (2) End Ball, (3) Corner Ball, 
(4) Center Ball, (5) Captain Ball; or 

C. (1 ) Toss a Ball Into a Box on the Ground, (2) Toss a Ball Into 
a Suspended Basket, (3) Chase Ball, (4) Basket Ball. 



PREFACE. V 

Every teacher should know these facts, as without them he is prone to 
lose his bearings. A fact never to be lost sight of is, that as more mtricate 
psychic elements enter into the composition of a game such game will appeal 
more strongly to older players. If this is once understood it can readily be 
seen why even such fundamental activities as running, jumping, vaulting, 
climbing, swimming, etc., do not hold the mterest of participants for any 
great length of time. As soon, however, as the element of competition (a 
mere psychic addition) is introduced the interest increases. This competition 
may be against other players, or it may be in the form of strivmg for a standard 
which every boy or girl of a certain age or of a specified school-grade should 
reach (exemplified by the "Efficiency Tests" or ''Button Tests" found in 
many cities, see pages 288-297). If, eventually, a number of players are 
formed into a team and are pitted against another team, the welfare of the 
group, of the school, of the community, is another added psychic element. 
When used for team competition one finds that the fundamental activities 
spoken of above, which in their simple form do not hold the interest of the 
participants for any length of time, are indulged in for much longer periods 
and with greater zest. The best types of games offer to the players both 
physical and mental difficulties. Games that afford a wise combination of 
physical and mental requirements are, therefore, an admirable means for 
physical, mental and moral training. 

Instruction in plays and games should embrace a presentation of the 
central idea of the game or exercise to be learned; a statement of the physical, 
mental and moral effects (couched in language the player can understand) ; 
an explanation of the advantages and dangers of the game, and an outline of 
the rules with the reasons for the same. 

Experience has shown that even in cold weather it is advisable for boys 
and girls to play in light-weight clothing. Hats and caps, except in very cold 
weather, should not be worn. Shoes without heels, but with broad soles, 
should be worn whenever possible. Girls should be encouraged to wear 
bloomers; unless they wear bloomers they should be forbidden to indulge in 
forms of exercise upon play-apparatus which cause their skirts to fly upward. 
The wearing of corsets should be discouraged continuously. 



vi PREFACE. 

The natural expressions of joy or happiness caused by play should not 
be suppressed nor discouraged. Games and plays should give to the players 
opportunities to indulge in running, catching, dodging, throwing, etc., to their 
heart's content. The laughing and shouting engendered by play are excellent 
forms of training for the respiratory organs, and as nerve-tonics they hold a 
high place. The emotions aroused by play should, however, find a natural 
expression. They must not be allowed to degenerate into roughness and 
rudeness. Order and harmony must prevail on all playgrounds if play is to 
be of the greatest benefit to the players. Play, therefore, demands supervision. 
This supervision must be sympathetic. It should consist mainly of the 
organization of activities suitable to each particular playground, to each 
group of players and to the time of the year. It should give all players an 
equal chance, and it must never degenerate into a "schoolmastering" of the 
players. 

A liberal supply of good drinking water is a necessity on a playground. 
The players should be cautioned not to drink hastily, and not to drink too 
much water at a time. Toilet facilities, also, are a great necessity. The 
toilets should be placed so that they can easily be overseen. 

Games, as a rule, should be played in the open air. During the hottest 
part of the summer-days, also on days with excessive humidity, teachers 
should select games that do not demand much running. On cold winter days 
games must be chosen that continuously keep all players in vigorous action. 
Experience has shown that there are very few days during the year when 
suitable games cannot be played. 

While this book presents a rather large number of games for each grade 
and age, it would be a mistake to try and teach all of them. A large selection 
is presented, so that teachers may find a sufficient number of good, lively games 
from which they may select those suited to their needs or conditions. A few 
new games should be taught during each school-year, so that at the end of its 
school-life every child will thoroughly understand and play a goodly number 
of real gymnastic games. What children — and adults — need is not an infinite 
number of games and dances, etc., but sufficient time and space to indulge in 
games and other physical activities suited to their age and to the season. 



PREFACE. vli 

There is another mistake often made by inexperienced teachers. This 
is the tendency continually to change standard games. All true games are a 
natural growth. They have sprung into existence because there was a demand 
for the organized activity which resulted in a game. It is wise, therefore, not 
to depart from the fundamental forms of the best games. Variations, naturally, 
will suggest themselves. Temperature, space, equipment, the number of players, 
etc., will at times make it necessary and proper to vary games, but the true 
teach "^r will soon feel that players instinctively prefer the fundamental forms 
**as a regular diet." 

Many games prmted in this book were published in "Mind and Body," 
Milwaukee, Wis. The "Spring Song" and "Summer Breezes," by Arthur 
Richards; "The Wind" and "See-Saw," by W. B. Olds, from "Songs and 
Games for the Schoolroom," are from Novello's "Series of School Songs," 
and are printed by permission of the publishers, Novello, Ewer & Co., New 
York, N. Y. "In the Barn," by Charles Lindsay, and "Eros" by George 
Dudley Martin, are printed by permission of the publishers, Theo. Presser 
Company, Philadelphia, Pa. 

"The Dorothy," by J. Bodewalt Lampe, is printed by permission of the 
publishers, Jerome H. Remick & Co., New York and Detroit. "Cupid and 
Butterfly" is printed by permission of the publisher, Carl Fischer, New York. 

Permission to use songs or games was kindly given by the Milton Bradley 
Company, Springfield, Mass., for "Have You Ever Seen a Lassie," "Drop 
the Handkerchief," "Circles," and "Let Us Chase the Squirrel," by Miss 
Mari Ruef Hofer, for "How D'ye Do, My Partner," and "Needle's Eye," 
and by Mr. Jakob Bolin for "The Carrousel" and "I See you." 

My thanks are further due to Mr. Emil Rath, dean of the Normal 
College, Indianapolis, Ind., for the contribution of numerous dances; to Miss 
Elizabeth O'Neill, supervisor of playgrounds, Philadelphia, for the plays 
and song-games for young children, and, finally, to Mr. Enoch W. Pearson, 
director of music, public schools, Philadelphia, for the arrangement of the 
music for many dances. 

William A. Stecher. 



SECOND EDITION. 

The many letters of appreciation received from practically all parts of 
the globe show that the arrangement of games and dances by age-groups and 
by grades has helped many teachers in their playground and school work. 
Although the present edition is enlarged considerably, the idea underlying the 
original book of presenting a limited number rather than many games and 
dances is still adhered to. After a new teacher has found himself in play- 
ground work, and he thoroughly knows most of the games and dances in this 
book applying to his particular problem, then he can use the larger games and 
dance books with much more profit. 

My thanks are due to many teachers of physical trainmg who by their 
suggestions have helped to increase the value of Games AND Dances. 

William A. Stecher. 

May, 1916. 



THIRD EDITION. 

The great war, naturally, has affected all forms of education and train- 
ing. The changes in physical training work that have been suggested by the 
war are to be found in a simplification of the physical training material used, 
in a greater stress upon fundamental activities, and in a stronger emphasis 
upon mass athletic competition. 

In this edition there have been added, therefore, beside many new games 
and dances, a very simple course in physical training, a chapter on the most 
usable forms of mass athletics and a teacher's guide for the coaching of the 
more common forms of athletic events. The course of study in physical train- 
ing is based upon a few fundamental track and field events, and a carefully 
selected set of games for each school grade. Where the conditions are favor- 
able these activities should be augmented by folk dances for each school 
grade. 

Recent years have seen a great increase in the use of dances for physical 
development. The chief value of folk dances in physical education is that 
with a minimum of equipment they provide vigorous, enjoyable exercise in a 
comparatively small area. The dances selected for the course of study 
spoken of were chosen on account of their vigor, simplicity of steps and pro- 
vision for limited or large numbers. They have been used in mixed classes, 
and have proved equally enjoyable to boys and girls. Heretofore there has 
apparently been no definite custom as to the direction in which the circular 
dances move. In these descriptions all dances which progress in the line of 
march have been directed counter-clockwise. They are thus made to har- 
monize with the general direction of ballroom dancing and of gymnastic 
marching. 

The basis of the more spectacular parts of all pageants, plays and fes- 
tivals is to be found in the marches, drills and dances as exemplified in the 
more advanced physical training work. Under the direction of Mrs. Bertha 
Fisher Welling and Miss Janet Walter the members of the physical training 
department of the Philadelphia Public Schools wrote and produced a pageant 
entitled: The Revival of the Play Spirit in America. There have been so 
many requests for copies of this elaborate production that the complete com- 
position is included in this edition. 

William A. Stecher. 



TABLE OF CONTENTS. 



Song-Games for Children Under Nine Years 



PAGE 



We All Stand Here, 1; Drop the Handkerchief, 2; Let Us Chase the Squirrel, 3; 
Did You Ever See a Lassie? 4; How D'ye Do, My Partner, 5; The Needle's 
Eye, 6; Oats, Peas, Beans and Barley, 7; The Muffin Man, 9; One by One, 10; 
Jolly Is the Miller, 12. 

Games and Song-Games for Children of Six to Nine Years. First 

School-Grade 13 

Cat and Mouse (Cat and Rat), 13; What Are You Doing in My Garden? 13; 
Long Jumping Rope, 14; Running Races, 14; Hand Tag, 15; Squat Tag, 15; 
Skip Tag, 15; Follow the Leader, 15; Ball Games, 15; Catching the Beanbag, 
16; Bound Ball, 16; Running Race, 17; Little Sister, Come With Me, 17; Chimes 
of Dunkirk, 19; Our Little Girls, 20; Dance of Greeting, 22. 

Games and Song-Games for Children of Seven to Ten Years. 

Second School-Grade 24 

Cat and Mouse (more difficult), 24; Change Tag, 24; Spin the Plate, 25; Hoop 
Toss With Peg Board, 25; Catch the Wand, 26; Jacob, Where Are You? 26; 
Jump Over, 26; Long Jumping Rope, 26; Racing, 26; Ball Games, 27; Bag 
Board, 27; Bag in the Ring, 27; Stand Dodgeball, 27; Catch Me, 27; Long 
Jumping Rope, 28; I See You, 29; My Brother, 30; The Carrousel, 33; Chil- 
dren's Polka, 34; The First of May, 35. 

Games, Song-Games and Dances for Children of Eight to Twelve 

Years. Third to Fourth School-Grades 37 

Running and Hopping Races, 37; Third Tag and Run, 37; Pussy Wants a 
Corner, 37; Animal Blind Man's Buff, 38; The Beetle Is Out, 38; Puss in the 
Circle, 39; Change Seats, Change, 39; Bag Relay, 40; Ball Games, 40; Duck- 
stone, 40; Guess Who, 41; Fox and Chickens, 41; Potato Race, 41; Dayball, 42; 
Water Sprite/42; Come, Little Partner, 42; Will You Dance With Me? 44; 
Spring Song, 46; The Fairies, 48; Shoemaker's Dance, 50; Annie Goes to the 
Cabbage Field, 51; Gustaf's Greeting, 52; Mountain March, 54. 

Games and Dances for Children of Nine to Fourteen Years. 

Fourth to Sixth School-Grades 56 

Black Man, 56; Lame Goose, 56; Break Through, 56; Catch the Wand, 56; Long 
Jumping Rope, 57; Leap Frog, 57; Wrestle for the Wand, 57; Hand-Pulling 
Contest, 57; Hand-Pushing Contest, 58; Shoulder-Pushing Contest, 58; Pushing 
Between Two Wands, 58; PuU-O^er, 59; Foot in the Ring, 59; Ball Games, 59; 
Toss Up, 59; Day or Night, 60; Last Pair Run, 60; Circle Tag, 60; Red Rover, 



xiv TABLE OF CONTENTS. 

PAGE 
61; Chicken :Market, 61; Trades, 62; Advancing Statues, 62; O'Leary, 63; "The 
Wind," 65; Children's Quick Step, 66; "See Saw," 68; The Elfs' Frolic, 69; 
"Summer Breezes," 70; Playground Roundel, 72; Bleking, 73; Hop, Mother 
Annika, 73; Clap Dance, 74; Tantoli, 75. 

Games and Dances for Players of Ten to Fifteen Years. Fifth 

TO Eighth School-Grades 77 

Relay Race, 77; Human Burden Race, 77; Poison, 78; Hopping Contests, 78; 
Ring Toss, 79; Quoits, 79; Hoop Toss, 79; Long Jumping Rope, 80; Ball 
Relay, 80; Bag Relay, 81; Chase Ball, 82; Medicine Ball, 82; Three Deep, 83; 
Jumping Circle, 84; Promotion Ball, 84; Stand Ball, 85; Volleyball, 86; Base- 
ball as Playground Ball, 87; Corner BaU, 88; Endball, 91; Wild Man's Field, 
93; Broncho Tag, 93; Three Broad, 93; Number Race, 94; "In the Barn," 
95; The Jolly Crowd, 98; Ace of Diamonds, 99; Sweet Kate, 100; Come, Let 
L"s Be Joyful, 101; Three Dance, 103. 

Games and Dances for Players of Twelve to Sixteen Years. 

Sixth to Tenth School-Grade 1 03 

Rabbits, 105; Hand Wrestling, 106; Wrist Wrestling, 106; Stick-I-Spy, 106; 
Overtake, 107; Pass Ball, 107; Pass Ball Variation, 108; Pass Ball With Encir- 
cling, 108; Wall Ball, 109; Basketball Far Throw, 109; Hurlball Far Throw, 
109; Goal Throw, 110; Tower Ball, 110; Relievo, 111; Hop Scotch, 111; Rob and 
Run, 112; Foot and a Half, 113; Hat on Back, 114; Hat Ball, 114; Dodgeball, 
115; Double Dodgeball, 116; Base Dodgeball, 116; Soccer Football (Form I), 
117; Safety Tag, 119; "Eros," 120; Butterfly Dance, 124; "Santiago," 126; A 
Spanish Couple Dance, 127; Crested Hen, 128; The Black Nag, 129; Czebogar, 
130; Virginia Reel, 131. 

Games and Dances for Players of Thirteen Years and Over. 

Seventh to Twelfth School-Grades 1 33 

Prisoner's Base, 133; Punch Ball, 134; Progressive Dodgeball, 134; Dodgeball 
in Three Fields, 137; Run Dodgeball, 137; Circle Pins, 138; Warball, 139; Vol- 
leyball (Form H), 140; Captainball, 141; Human Hurdle Race, 146; Soccer 
Football (Form II), 146; Fox and Chickens Dodgeball, 149; May Day, 149; 
"larkspur," 151; Normal School Mazurka, 154; Cupid and Butterfly, 156; 
Gathering Peascods, 163; Bluff King Hal, A May-Pole Dance, 165; Irish Lilt, 
167; Reap the Flax, 169. 

Games and Dances for Players of Fourteen Years and Over. 

Eighth to Twelfth School-Grades 171 

Rider Ball, 171; Battle Ball, 171; Handball, 172; Tether Ball, 172; Field Ball, 
173; Captain Dodgeball, 175; Kick Ball in a Circle, 176; Wall Baseball, 177; Three 
Pins, 178; Jumping Circle Race, 178; Circle Relay Race, 179; Human Hurdle 



TABLE OF CONTENTS. xv 

page: 

Circle Relay Race, 179; Jumping Circle Relay Race, 180; Combination Volleyball, 
180; Tag Football, 180; Goal Ball, 183; Pinball, 185; Foot Baseball, 185; Wicket 
Ball, 187; VoUeyball, 191; Soccer Football (Form III), 195; Frolic of the 
Brownies, 200; "Venus-Reigen," 203, 206; "The Dorothy," Alumni Three-Step, 
208, 212; Highland Schottische, 215; Oxdansen, 216; Rufty Tufty, 218; Ritka, 220. 

Appendix I. The Revival of the Play Spirit in America — A 

Pageant 222 

The Program, 222; Action of the Pageant, 225; Characters and Properties, 230; 
Costumes, 232; Description of the Dances, 237 to 256. 

Appendix II. A Minimum Physical Training Course for Ele- 
mentary Schools 256 

Course including Tactics, Setting Up Exercises, Track and Field Events and 
Roster of Games and Dances, Grades 1-2-3, 257; Grades 4-5-6, 261; Grades 7-8, 
265. 

Appendix III. Suggestions for Coaching Track and Field Events. . 269 

Sprinting, 269; Shuttle Relay Race, 270; Pursuit Relay Race, 271; Standing 
Broad Jump, 272; Running Broad Jump, 273; Hop, Step and Jump, 273; Run- 
ning High Jump, 274; Basket Ball Overhead Far-Throw, 276; Knee-Raising, 276; 
Chinning, 276; Potato Race, 277; Tug of War, 277; Hurdling, 278. 

Appendix IV. Competitive Mass Athletics 280 

Track Events, 281; Field Events, 281; Combative Events, 283; Team Games of 
Low Organization, 284; Handicap and Combination Races, 284; Stunts, 286. 

Appendix V. Additional Playground Activities 287 

Charts Showing Aims in Track and Field Events, For Elementary Schools, 
288; For High Schools, 290; Efficiency Tests, 293; Group Contests, 295; Table 
for Changing Results into Points, 296; Playground Association of America 
Efficiency Tests, 296; Standards for Boys Proposed by the Boy Scouts of 
America, 297. 

Appendix VI. Quiet Games, Experiments, Problems, Etc., for 

Warm Days 298". 

Simon Says, "Thumbs Up," 298; Bird Catcher, 298; Arms, Leg.*; and Trunks, 
299; Fly Away, 299; Buzz, 299; Save Yourself if You Can, 300; Tossing the 
Cap, 300; Advancing Statues, 300; How Many Angles, 300; Floating Feather, 
301; Button, Button, Who's Got the Button? 301; What Am I Thinking Of? 
301; Rope and Ring, 302; Earth, Air and Water, 302; A Talk-Fest, 302; Hit 
or Miss, 302; Charades, 303; Simple Experiments, 303. 



xvi TABLE OF CONTENTS. 

PAGE 

Appendix VII. Types of Mass EIxercises Suitable for Play-Days, 

Field Days or Exhibitions 306 

No. 1, to the Music of "Old Faithful," 306; No. 2, to the Music of "In the 
Arena," 309; No. 3, to the Music of "Teddy Bears' Picnic," 314; No. 4, to the 
Music of "In Lilac Time," 317; No. 5, to the xMusic of "Here, There and Every- 
where," 321; No. 6, A Marching Drill, to the Music of "The Washington Post," 
326; No. 7, to the Music of "National Emblem March," 330. 

Appendix VIII. Minimum Play Space and Equipment 334 

Elementary School and Small Playgrounds, 334; High Schools and Large Play- 
grounds, 335; Composite Play Courts, 337. 

Appendix IX. Information Relating to the Management of Sum- 
mer Playgrounds, Swimming Centers and School-Year 
Playgrounds 339 

Vacation Playgrounds, 339; Application Card for Position in Playgrounds, 340; 
Salaries, 341; Preparation and Duties, 342; Programs for Playgrounds, 343; 
Lists of Games, 346; List of Dances, 347; Lists of Songs, 348; Lists of Stories, 
349; Suggestions to Aspiring Playground Teachers, 350; Swimming Centers, 
351; School- Year Playgrounds, 352. 



GAMES AND DANCES 

SONG-GAMES 
FOR CHILDREN UNDER NINE YEARS 



Many games and dances described for the lower grades in this book 
may with perfect propriety be selected for older children and adults. 



We All Stand Here. 










t=:-tt: 



We all stand here in this nice ring And as we stand we gai - ly sing, Now 
H— 4 '— h* — * * — ^ — ^ — h*^ — •^— ^- 



,- — v^ — ^ — ^ — [ — 



iia; 



S^^fl 



clap your hands for this is fun, The one I touch shall quick - ly run. 



r — r- 






^- 

-I ^- 



9 



The children stand in a ring, joining hands. One child is chosen to 

be the runner, who leaves the ring and walks around the outside until the 

words of the song, with the accompanying action, indicate the time the pursuer 

must leave the ring to give chase. If the runner is not caught before he reaches 

his place in the ring the children clap hands and the game proceeds as before 

I 



Moderafo. 



GAMES AND DANCES. 

Drop the Handkerchief. 

By a WKeelock Graduate, '01, 



Round the ring i ^^^ ^ 



=:d: 



^-^^^s=:=^-=: 






goes. 



Drop the handkerchief, Drop the handkerchief, 





-^- 



:55^3^ 



:qsz:ziv=:=]v=:-v=::3s=::^ 

-^s — I ^ 1 1— ^v 



15=? 



-($*— 



9 



she'll ) 



Where ( ^, ^,„ > drop it no - bod - y knows, Tra la, tra la, tra la I 

*- he 11 J 



^^Jl ^_^Jl_-^^^ 



:«=^: 






':^-- 



-d : 






:d=: 



Copyright by Milton Bradley Co., Springfield. Mass. 



This is a melody first published in the Kindergarten RevierVy and sung 
while playing a game similar to "The Beetle Is Out," described among the 
games for the third grade. The players, standing closely together, are formed 
m a ring facing toward the center. One player, with a handkerchief in his 
hands, walks around the outside. During the singing, "Where He'll Drop 
It, Nobody Knows,** he drops the handkerchief behind a player standing in 
the ring. This player must pick it up, pursue the one who dropped it and try 
to tag him before he reaches his place in the ring. 



GAMES AND DANCES. 



Lively. 



Let Us Chase the Squirrel. 



Words and Music by Annie L. Preston. 









1 . Let us chase the squir - rel, Up the hick - o - ry, down the hick - o - ry, 

2. If you want to catch me, Up the hick - o - ry, down the hick - o - ry, 

^ 1-.--} ^ J- 



z^-i 



-t^4— u 



~:l: 



r^J> 



-5- 



— s- 



_J — > 



EEEEEEIE? 



g^^^^^^J 



Let us chase the squir - rel, Up the hick - o - ry tree. 
If you want to catch me, Leaim to climb a tree. 






^-J- 



n 



Copyright by Milton Bradley Co., Springfield, Mass. 



/ 



_ \ 

\ 



I V 



N 



A game of pursuit, in which there is an obstruction, necessitating more 
alertness and cunning (dodging) on the part of the one 
pursued. ^ ^ 

The children stand apart, in concentric circles or in 
straight rows, representing trees. Two children are chosen, 
one to be the runner and the other to be pursuer. 

Care must be taken that the spaces between the trees 
will permit freedom in running between and dodging in and 
out and around in any direction until the end of the song, when the successful 
evader is vigorously applauded. Each child ought to know his position in the 
game, and at the end of each game each child chooses one to take his place* 
saying: **You are to be the squirrel"; or "You are to chase the squirrel.*' 



/ 



/ 



Allegro. 



;be3E3^ 



GAMES AND DANCES. 

Did You Ever See a Lassie? 

ES. 



IS 1^ ^ ;■■ -^ (-^ W 1 r? 1 ^ 1 !"' — — 1^ 

Did you ev - er see a las - sie, a las - sie, a las - sie, Did you 



~EE 



u 



E^i 



-^- 



--=\-- 



:q=q: 



::^==1" 



iitz^ 



=1==^=:^: 



-^^. 



~y 


\ 


-> 


— Is- 




m 




'-:^ 


\ 


_ i:^ 


k 




1 


^[ 








M 














w ■•■ 


i» 


%\\ 










1 




m 




s 








V> / 








a 

1 — 




IX 










^ 1 




ev - 


er 


see 

1 — 


las - 

— -^ 


sie 

1 


do 


this 


way 


and 


that? 

-J 


Do 


-^ 


— 1 — 




1 — 


^'^r' 


* 


— ^ — 


— 1 — 


1 




1~ 


d 


-s— ps: 


■ lA 




'm 






m - 




m 




^ 








Vn y 




















^ 


1 


!^ 












1 






(^ 






1 




i^.— 


^ 


-^— 


-^— 


-^- 


-i*-^- 




— »■ — 


— 5#~-— 




— 9- — 


— -ol — 


— 1 


^ 


^ 


~m. — 


m 


—m— 


-*?«-— 




« 


— ^i-v- 




—^— 


« 


*^_ .__ _ 




i ■ 1 




■ 






^ 


1 




t? 


1 




^ 







.^— Hs- 



:^s=:^ 



— ^- 



this w^ay and that way ? Do this way and that way ? Did 



you 



mm 



ES£ 



ev 



$= 



M- 



^ 



er 



see 



a 



:=ls: 



iclS 



Sie 






:fe: 



r- 



Copyrigbt, 1894, by Milton Bradley Co., Springfield, Mass. 



Ill 



do this way and that ? 









GAMES AND DANCES. 



c^ o 



c/'X^ 



The children are formed in a ring, facing inward. A lassie (or a laddie) 
is chosen, and takes her place in the center. All sing. When singing "Do 
this way and that,*' the player in the center shows a movement that may be 
performed by all players. Upon seeing the chosen movement, all players 
imitate it while singing the rest of the song. The movement chosen should 
admit of being performed in the rhythm of the song. This game gives a fine 
opportunity for creative activity. The teacher should give as much opportunity 
for freedom of choice as the game may suggest. ^ 

Hovv^^Dye DoMy Partner ? 

^ ■ ' -^ *^ ^ ~ ' ' ^ ^' '~~^— ' Swedish. 




.^__^_. 



— i— 



H 



Will you dance in the cir - cle ? 

-0- 

-•■- ^ 



I will show you the way. 



Jg^ 



^-\-' 






__(^- 



-iS^- 



I 



Repeat, skipping with a chorus of tra-la-la during the skip. 

This may be played as a very simple skipping game for very little children. 
The children stand in a circle, one child steps in and chooses a partner, as the 
words indicate, then two, or more, children choose, etc. The children in the 
circle clap in time to tra-la-la. 

For older children the game may be played in the form of a folk dance. 

Count off 1,2, around the circle. The odd number steps into the circle 
and faces the child to the left, thus forming a double circle. 

When singing, *'How d'ye do, my partner," the partners bow to each 
other; "How d'ye do to-day." the partners shake hands. 



GAMES AND DANCES. 



'Will you dance in the circle?" 
'I will show you the way." 



Cross arms, grasping hands, and face to 
■ the head of the circle, taking a position for 
skipping. 

During the chorus of **Tra-la-la," skip around the circle until arriving 
at one's place; the children on the outer side of the circle remain in place, 
those on the inside move forward to the next partner. Then repeat the whole 
play as often as desired. \ /^ N^ 



The Needle's Eye. 



V^ 



Americsm. 






-^ K- 



, — Is N 



»— — I— — ^^-h- • -m -M ' — 1 ^ " ""^^ — I 



The need - le's eye that doth sup - ply The thread that runs so tru - ly, 



^— 4 — ijg— P^- 



Vz=:i2=b: 



;l 



:|: 



:z|^ 



--Is ^s , 



;s33:1tr=q^ 






--JV 



■,^_-^_- |^ - 






TTiere's mciny a Iciss that I've let pass Be - cause I want - ed you ; 



:=t: 



^ -Is 



m. 






S 






Be - cause I want - ed 



you, 






— i^- 



- ^ \^ \- 



--^—-3^ 



Be - cause I want - ed you 

m. m. 1 (_ 






i'i-r— ^s is- 



fj 



8 — '— * — — .1^. — •— ■- » — * — w — ^— L-^ — jg — Z — .-5 « ^—^ 

There's many a lass that I've let pass Be - cause I want - ed you. 






F-i^ — ^ — ^- 



-^— 



^-zmjmi 



wm 



GAMES AND DANCES. 7 

This is a song-game, similar to "London Bridge." Two children grasp 
hands, and by raising their arms form an arch. While singing, the other 
players continue to pass through the arch. When "Because I wanted you'* 
is sung the last time the two leaders drop their arms around the child just passing 
under the arch. The question is then put to this one (so that the other players 
do not hear it), **Do you choose pins or needles?" After making a choice 
the child takes its place behind the one whose side was chosen. The play 
continues until all are caught. The players then catch a good hold of the one 
in front of them and a tug-of-war ensues. 

Oats, Peas, Beans and Barley. 




-^ ^S-^- 



—zS:z:^^:^z=L-^ 



._^^. 



English. 

.^S-J — 



-^0 -9- 



Oats, peas, beans and bcirley grow.Oats, peas, beans and beu-ley grow,Can you or I or 



±:a£i:— ii:=z=*z:r=z-^-z: 



--t—\ 



r-fe^ 



r — -?- 













M—m — ■• — -^ — -m—\—' ^ — ~m ' '^ — I 1— ■ m — m 1 * 1^ — ' — \ 

S-S-;p-^— g— Fg — ^— S — ^— aJ— ^-^T-l-S— S-S— ^-^— ^-^-M 



an - y-oneknow How oats, peas, beans and barley grow? Thus the farmer sows his seed, 



-^—^- 



'^zzn-. 



i—^-\ 



iWLZ^m.: 



■\ — t?-r 



-.^zizMzz—. 



-\ g»— I— 



±= -fa^— t 






-A ^ — ^- 



-^— < 



A— -^- 



F=d: 



J5=S 



^v- 



i 



-w — w 



Thus he stands and takes his ease, Stcimps his foot and claps his hands And 



5=fe: 



-^ — \- 



ei=M 



^■=^ 



1 



:i2=^ 



8 GAMES AND DANCES. 



Oats, Peas, Beans and Barley. — Concluded. 

3. 




\ y \ I i 

turns around and views the land. Waiting for a part- ner, Waiting for a part - ner, 






"I — ^~\ ^- ' 1?" 






-9- 






O- pen the ring and choose one in, While we all gai - ly dance and sing. 

-I 1 —I 'i » » W^'-- 

-1 1 1 . » » »-i- 



r , ^_i=_^ ^_^ ^_c:__^L_c=_a 

1 . Front circle formation, neighbors hands grasped. One player stands 
in the center and is the "farmer." The other players walk in a circle left and 
sing the first stanza. 

2. During the second stanza the players in the circle stand still, release 
grasp and go through the motions of the **farmer,** who does as the song says. 
For instance, during the singing of the first line they imitate a farmer scattering 
seed, during the singing of the second line all stand in a stride position, arms 
folded, as though they were taking life easy. During the singing of the third 
and fourth lines they stamp their left foot, clap their hands and turn around 
(to the left or right) as though viewing the land. 

3. All during the third stanza the players march in a circle left. 
During the singing of the first two lines the **farmer" walks up to one of the 
players, and as the third is sung this player steps into the circle. As the fourth 
is sung both skip around inside the circle, moving in opposite directions to the 
circle. 

The one chosen into the center now becomes the **farmer," and all is 
repeated. 



GAMES AND DANCES. 



The Muffin Man. 



:fe 



L « — I — m- 






American. 

1 



Oh, do you know the muf - fin man, The muf - fin man, the 



P^^- 
n^*' 



.HBEIEL^; 



It: 



m 



It: 



-%A 



.q: 






:=l=1: 



^i 



--0- -0-" -m- m m m i 



■iri-~ 



I 



muf- fin mcin. Oh, do you know the muf-fin man, TTiat lives in Dm - ry Lane ? 






-I 1 — 

^ — I— 



It=t 



-»■ — m^-- 



:d=t=t: 



X-- 



IB 



The class is in a front circle formation, neighbors' hands grasped. 

One of the pupils enters the circle and, while singing the following words, 
takes four skipping steps (or walking steps) forward and four backward in 
front of one of the players: 

1. "Oh, do you know the muffin-man. 

The muffin-man, the muffin-man? 
Oh, do you know the muffin-man 
That lives in Drury Lane?" 

2. The other players answer while jumping in place, with hands on 
hips: 

**Oh, yes, I know the muffin-man," etc. 

The one addressed and the one in the center then take hands, and while 
skipping around the inside of the circle, sing: 

"Now, two of us know the muffin-man," etc. 

Those in the circle clap hands and jump in place. 

The play is then continued by these two players repeating 1 in front of 
two others. 

Then the four sing while skipping around in the center: 



10 



GAMES AND DANCES. 



"Now, four of us know the muffin-man," etc. 

When all the players have partners, they skip in a circle and sing 

"Now, all of us know the muffin-man. 
The muffin-man, the muffin-man; 
Now, all of us know the muffin-man 
That lives in Drury Lane." 



-i- 



;e; 



One By One. 



B. E. Hailmann. 






'w — -9 — ^ — ^- 



-i» ^V 



::t=^: 



-^-± — 



1 . One by one, one by one, One by one, here we go ! With 

-« ft m. 



!?;b=eeee 



-I ' 



T' 



t- 



-h- 



g 



:t; 



-h- 



-h- 



-^ r 1- 



--1— r 



fj 



:qs=qvT-: 



j«zzjL-i: 



:=i: 



-> — ^> 



-^— ^ 



mer - 


ry hearts and c 

-9-- -9- 


leer - ful 


song. 


As we march in 


a sin - gle row With 




:r— 1= 






^ m 


^-?T \r 


L ^ L 


— 9— 


- U -^ 


^ 1 ^ 1 


y^ ^_ 




1 


1 


1 1 1 1 




1 




1 


1 


1 ' i> 



:|=d: 



•— -^ 



-^ 1 



::iv=:^>^F^: 



:dvz:]vzq=:1: 



'wzui: 



.^-^- 



i] 



mer - ry hearts, and cheer - ful song. As we march in a sin - gle row. 



— t: 



=t=:r.izz:t:: 



+5'- 






-^- 



r- 



Copyright by B. E. Hailmann. 



First Stanza. 

The children stand in a circle, which has been divided into two parts, 
each part having a leader. When beginning to sing, they face their leaders, 
following them through the center and then outward to their original position. 



GAMES AND DANCES. 



11 



Repeat these movements and stand until the song ends. (See 
Diagram I.) 



Second Stanza. 

Two by two, two by two. 
Two by two, here we go! 

Now we arch the way, in long array ; 
We will creep thro' the double row. 

Now we arch the way, in long array ; 
We will creep thro* the double row. 



M 



-~J U-^ I 



Again march through the center, joining hands. 
WTien arriving at the opposite side of the circle 
march to the left (by twos), to the starting point. 
(See Diagram II.) Then again march through the 
center; halt and face partner, raising the grasped 
hands to form an arch. The leaders march through 
the arch, the others following. One leader then 
marches to the left and the other to the right around 
the circle. (See Diagram III.) 



•-n c^--, 



^ 



"E 



Third Stanza. 

Hand in hand, hand in hand. 
Hand in hand, here we go! 

Now we make the ring, and gaily sing, 
With a ho, ho, ho, ho, ho; 

Now we make the ring, and gaily sing, 
With a ho ho, ho, ho ho! 



The partners join hands and dance around the 
circle, as the words indicate, clapping hands when singing "With a 
ho, ho, ho!" 

Repeat as often as desired. When singing the first stanza the 
march through the center as indicated in Diagram I. 




ho, ho, 
leaders 



12 



GAMES AND DANCES. 



Jolly is the Miller. 



English. 



ie 



:qs==qs=qs==q: 



^ — t ( 1- 



:^^i==^=:l; 



:qv= 



tj 



Jol - ly is the mil - ler who lives by the mill, The 



rrH- 



If^BEdE 






-I !- 



-I h- 



i^ ^ 1 



:qs=qv 



r—\- 



iti: 



::1: 



:^_qs K n ^. 



--• — ••--— ir ^ — ^- 



wheel goes 'round with a right good will ; One hand in the hop - per and the 



•TT \- 



1 1 r- 



-i r- 



«j 






-^ ^- 






g» — i^ 



mn^ 



oth - er in the sack, The right steps for-ward and the left steps back. 



-I h- 



:=q: 



-I r- 



t=t- 



-I 1 — I — i-i 

« — I — u 



This song-game may be played by adults and children. The players 
form a circle composed of couples. When teaching the game to children, play 
at first without the miller (the player who has no partner and who is in the 
center) . Starting the game, the players sing and march in the circle. At the 
words, "The right steps forward and the left steps back," the children do as 
indicated. As soon as this changing of partners is well understood add the 
miller. Now, as change of partners takes place, the miller tries to get a partner. 
If he succeeds, the player left without a partner becomes miller. 



GAMES AND SONG-GAMES 

FOR CHILDREN OF SIX TO NINE YEARS 



First School-Grade. 



CAT AND MOUSE. (Cat and Rat.) 

The players stand in a circle facing inward, grasping hands. The teacher 
chooses one child as the cat, who stands outside, and another child as the mouse, 
who stands inside the circle. The cat tries to catch the mouse, who runs in 
and out of the circle. When the mouse is caught, or when the teacher finds 
the two have run enough, they return to their places, and the next two players 
standing to the right become the cat and mouse. 

As the children become more proficient, or when the cat is very active, the 
players try to prevent the cat from catching the mouse by suddenly lowering 
their arms after the mouse has slipped through the circle. 

WHAT ARE YOU DOING IN MY GARDEN? (Garden Scamp, 
Fox and Gardener. Cat and Mouse Variation.) 

The players stand in a circle with hands grasped. One player, without 
the circle, is the gardener, and another within is the thief. The following 
dialogue, then ensues: 

Gardener: *'What are you doing in my garden?'* 

Thief: **I am eating apples" (or any other fruit) . 

Gardener: **Who gave you permission?** 

Thief: "Nobody.** 

Gardener: "Then escape if you can.*' 

The thief now runs out of the circle underneath the arms of two of the 
players, then runs anywhere, in and out, till he finally re-enters the circle by 
the opening through which he first passed out. The gardener all the while 
pursues him, following him in all the turns he makes, and tries to touch him 
before he can re-enter the circle through the right opening. If successful, the 

13 



14 GAMES AND DANCES. 

gardener chooses a new thief, the caught one taking his place in the circle, and 
the play goes on as before. If the gardener does not catch the thief, or makes 
a mistake in following in his path, he forfeits his part; the thief now becomes 
gardener, chooses a new thief, and the former gardener returns to the circle. 

LONG JUMPING ROPE. 

Form the children in a colunm of twos. Tie one end of the rope to a 
post, or let a pupil hold it. Swing the rope in a circle toward the class, and 
at first let them run through at will. Later let them run through at every second 
swing. After that let them catch hands by twos and run through at every 
second swing. 

After the running is accomplished fairly well, take up the jumping over 
the rope. The rope must be held so lightly that if any child in jumping touches 
it, the rope will fall. Insist that all jumping is done on the balls of the feet. 

Lastly, take up the jumping *'in the rope." Let a child run in, jump 
twice, or three times, and then run out. Later have this done by twos. 

JUMPING ROPE. (R.) 

A pupil holds one end of the rope and the teacher the other. The rope 
must be held so lightly that if any one touches it, it will fall to the floor. 

The first row rises and passes to the front. Now swing the rope in a 
circle toward the class. Let each one run through the rope. (See that the 
children run on the balls of their feet.) Then let the second row rise, face 
to the rear and follow in the course of the first, etc. 

Variations: As described in the preceding game. 

RUNNING RACES. 

Arrange your class in ranks of six or eight. Put a chalk-mark on the 
floor where the first rank stands and another one about twenty to thirty feet 
away. At the commands **Get ready" and *'Go," the ones in the first rank 
run toward the goal. They re-form a few steps back of the goal line, while 
the second rank steps up to the starting line, etc. 

Races over a short distance may also be had by allowing the contestants 
to hop on one foot instead of running. 

In a clear yard or on grass, little boys also enjoy a short race on "all 
fours." Upon command they get down on hands and feet (not knees) and 
race. 



GAMES AND DANCES. 13 

HAND TAG. (R. May also be played in the yard.) 

Arrange the class in an oval in the space in front of the seats. All pupils 
raise their arms forward, palms up. One of the class passes along the inside 
of the oval and tries to tag the hand of a pupil. As soon as the tagger tries 
to slap a hand, it should suddenly be lowered. Who is tagged three times is 
out of the game. Change the tagger frequently; or play the game so that he 
who is tagged takes the place of the tagger. In crowded rooms the seats may 
be raised and the pupils stand between the desks, the tagger walking up and 
down the aisles. In the yard this game is played in a circle. 

SQUAT TAG. (R.) 

The children move about; any one may be tagged who does not quickly 
bend his knees and "squat" when the tagger approaches. The one tagged 
when not squatting is "it." 

SKIP TAG. (R. May also be played in the yard.) 

Arrange the class in a half circle in front of the seats. One of the class 
skips along the front, tagging a comrade. The tagged one skips after the 
tagger, trying to catch him. The tagger skips around the outside of the room 
(where the aisles are usually wide, so that no one can stumble) until he reaches 
his place. Now the second pupil is tagger, and so on. Insist on skipping on 
the balls of the feet and allow no running, and this will be a safe room game. 

In the yard this game is played in a circle, the children facing inward, 
the tagger being on the outside. 

FOLLOW THE LEADER. (R.) 

One player is chosen as leader, and at the head of a line of players leads 
them around, in and out, over obstacles, running, hopping, and doing various 
evolutions, each player following the movements of the leader as exactly as 
possible. The teacher should at times change the leader. 

A variation of this is to have the leader stand facing the line of players 
and do various movements of any part of the body, the others following as 
rapidly and accurately as possible. 

BALL GAMES 

In the lowest grades beanbags (about 5x6 inches) are used. Each pupil 
should have a beanbag. Arrange your class in a circle facing inward. 

(a) First let the children toss the bags upward, catching them with both 
hands. 



16 GAMES AND DANCES. 



\ 



(b) Let them toss up and catch with one hand. 

(c) Arrange your class by twos, facing each other, one bag for the two 
players. Upon command let them toss from one to the other. Increase the 
difficulty by having the children catch with one hand, by having them toss 
high, or by increasing the distance between the players. 

(d) Teacher-ball. Arrange your class in front ranks of eight. The 
first one is the teacher (or leader). He stands about six or eight feet in 
front of his rank and begins the game by tossing the bag to the one now at 
the head of the rank; this one tosses it back, then the teacher tosses it to the 
second, who returns it, etc. Whoever misses goes to the foot of the rank. If 
the teacher misses he also goes to the foot, the player at the head of the rank 
taking his place. 

CATCHING THE BEANBAG. (R. May also be played in the yard.) 

The children are in their seats. The teacher has two or more beanbags. 
Saying, **John, catch this,** she tosses it to John. If he catches it the boys 
count one. The next time she throws a bag to Mary, and if she catches it the 
girls score one. (If a bag is not caught no score is made.) See who wins 
after a specified number of tosses are made. 

For older children, this may be varied by letting them count two, three, 
etc., for each catch, and by deducting a certain number for every miss. 

If you have no beanbags, make a ball by rolling up a newspaper and 
tieing a string around it. 

With older children, a small gas ball, or tennis ball may be used (as 
this is more difficult to catch) . 

BOUND BALL. (R. May also be played in the yard.) 

Apparatus: An inflated rubber ball about six inches in diameter (a gas 
ball) and a wastebasket. Arrange from four to six boys in the open space 
on one side of the room and the same number of girls on the other side. Put 
the wastebasket in the center of the free space between them. The first one 
of the boys will throw and bounce the ball on the floor, trying to make it 
bound into the basket. The first girl gets the ball and tries the same from her 
side. Every basket made counts one point for the side that made it. 

If played in the yard a box may be used in place of a basket. A large, 
inflated ball (basket-ball, dodge-ball, volley-ball, etc.) may also be used. 



GAMES AND DANCES. 



17 



RUNNING RACE. 

Have the first four girls and four boys step to a chalk-mark on the ground, 

arm's length apart. Let them run to another chalk-mark, about twenty steps 

distant, and back again. Command, "Get ready. Run." Those who run 

step to the rear of their files, and the next eight get ready. After all have had 
a run, quickly re-form the class. 



Little Sister Come With Me. 



German. 



\ y^ I r -^- faS- -♦- 



?l. 



Lit - tie sis - ter come with me, Both my hands I give to thee ; 



1^5:^—^: 



^\^ 



-=; ^— 



::^'t 



r — ^ is — 

"~^ ^^^ — -^ — •' 



-^1 



I— ziv 



H— — IS — •- 



■A ► 



Come with me 'round the ring As we march and as we sing. 



— — ^ 

2. 



r- 



:1^ 



—^ 



tJ 



m 



--^ ^^_^^ 



—I- — ^-iv 



zMzztz5:^z:5- 



^JS ^s_js_ 



aE^E=^^^iEE?EE^E;E-E*EE?E3 



With our heads we nod, nod, nod. With our fin - gers shake, shake, shake. 
With our feet we tap, tap, tap. With our hands we clap, clap, clap. 



^l 



:ziv=zai: 



::^: 



->^ :i::^s=L*zL-r-ei z~:^^=zm 



IV— M 



EEEEH 






.-^ 






Then we dance, then we sing, Then we glad - ly dauice cind 



sing. 



:tr-mz 



i^- 



— s^- 



M 



18 



GAMES AND DANCES. 



LITTLE SISTER COME WITH ME (German). 
Steps: Marching, skipping. 

Formation: Double circle of couples, boy on the left of girl, left sides 
toward center. 

Music: Two parts of 8 measures each. The last 4 measures of Part I 
are repeated and all of Part II. Polka rhythm (2 counts to a measure). 



Little sister come with me; 
Both my hands I give to thee. 

Come with me 'round the ring 
As we march and as we sing. 
Come with me 'round the ring 
As we march and as we sing. 



Part I. 

Partners bow to each other. 

Partners cross inner arms and grasp 
hands. 

While singing remainder of stanza 
all march around in a circle counter- 
clockwise. 



Part II. 
With our heads we nod, nod, nod; 



With our fingers shake, shake, shake 
Then we dance, then we sing; 
Then we gladly dance and sing. 



Halt. Partners face and perform 
the movements named. 

Shake right forefinger three times. 

Partners face in line of march, join 
hands and skip in circle counter-clock- 
wise. 



Part III. 

With our feet we tap, tap, tap ; Same as Part II. 

With our hands we clap, clap, clap; right, left.) 
Then we dance, then we sing; 
Then we gladly dance and sing. 



(Stamping left. 



Note — On the Victor record there are 1 6 measures following Part I, 
which do not appear in the music on page 1 7. During those 1 6 measures the 
following action is used : 



GAMES AND DANCES. 19 

Partners join inside hands, and face. 

Dance would I, if I knew how; Step sideward in the Hne of march, 

and courtesy (place other foot in rear, 
and bend knees). 

When to dance and how to bow. Repeat to the other side. 

Please tell me what I ought to do, Join both hands, and in four run- 

ning steps circle clockwise, finishing 
facing partner. 

So I can dance the steps like you. Four glides sideward in the line of 

march. 

Repeat the above 8 measures. 

CHIMES OF DUNKIRK (French). 
Victor Record 17,327 (Chord — Dance is played twice). 
Steps: Running, marching. 
Formation : Single circle of couples, facing center, boy on the left of girl. 

Music: Two parts of 8 measures, first part repeated and played once 
after second part. Polka rhythm (2 counts to a measure). 

Part I. 

Measures: 

2. Partners face. Begmning left, march three steps in place and 
pause (counts 1 to 4). 

2. Clap hands three times and pause (counts 3 to 8). 

4. Grasp partner's hands, arms sideward, and beginning left, run in a 
small circle clockwise, turning once and slightly turning body left (counts 
9 to 16). 

8. Repeat above 8 measures (counts 1 to 16). 

Part II. 

8. All face center, grasp hands and beginning left, with sixteen run- 
ning steps circle clockwise (counts 1 to 16). 

8. Repeat 8 measures of Part I (counts 1 to 16). 



20 GAMES AND DANCES. 

Words. 

||:Come now mark time with me, 
And clap your hands in glee. 
And when the chimes so sweetly sound 
Join hands and swing around. : 1 1 — Fine, 

Step away with me. 

Oh step away with me. 

Oh step away with me 

With a one, two, three. — D. C. 

Note — Music may be found in *'Folk Dances and Singing Games," 
E. Burchenal; "Children's Song Games,'* Mari Hofer. 



OUR LITTLE GIRLS (Swedish). 
Victor Record 17,510 (Introduction, chord — Dance is played three times). 
Steps: Marching and skipping. 

Formation: Single circle, all facing center, hands joined, several boys or 
girls inside circle. 

Music: Sixteen measures, repeated. Polka rhythm (2 counts to a 
measure) . 

Part I. 

Measures : 

8. Dancers forming large circle, beginning with left foot, march in 
a circle counter-clockwise, two steps to a measure, swinging joined hands 
in and out, in time with music. At the same time dancers inside circle march 
in opposite direction, keeping close to large circle (counts 1 to 16). 

8. As they sing the words "And if" those within the circle choose 
partners from circle. Those in circle close gaps and continue marching in 
same direction, while couples continue the march inside (counts 1 7 to 32). 



GAMES AND DANCES. 21 

Part II. 

Measures: 

4. Those in circle skip in same direction, while couples in center join 
hands and skip around in place clockwise (counts 1 to 8) . 

4. All skip in opposite direction (counts 9 to 16). 

8. As they sing the words 'And if you will be," all march again in 
the same direction as before (counts 1 7 to 32). 

At the end of the chorus there is a short pause during which those who 
were originally in the center quickly take places in the circle, leaving their 
partners inside. 

Words. 

Our little girls (or boys) we know. 

When to dancing they go, 

Would like a boy (or girl) to know. 

With whom to dance just so. 

And if you will be 

A partner to me. 

Just put your hand in mine. 

And dance so merrily. 

Then boom-fa-ra-la, boom-fa-ra-la, boom-fa-ra-la-Ia, 

Yes, boom-fa-ra-la-la, yes, boom-fa-ra-la-la. 

And if you will be 

A partner to me. 

Just put your hand in mine. 

And dance so merrily. 

Note — Music can be found in "Dances of the People," BurchenaL 



22 



GAMES AND DANCES. 



Dance of Greeting. 



(DANISH.) 



Words by Eva E. Linn. 

* 



m^ 



K h ^ 



^i=f5: 






:]v==fs: 



^E^t^ 



^=^ 



n^: 



Ti^— 5 



!— at 



^— ^ 



Clap,clap,partner,Clap,clap,neighbor,Stamp,stamp, turn yourself around,Clap,cIap,part-ner, 




■^ ^ ^- 



Siss 



t*^ 



^-V 



S=|5: 






^ 



:> fe 



iJ^=^ 



^^ 



^^^^^53 



Clap, clap, neighbor,Stamp,stamp,tum yourself around, Danc-ing so mer - ri - ly, so 



P^ 



o^ 



itt=^ 



^tt 



^^^^^^^^^^^^ ^^ 



mer - ri - ly we're danc-ing, Danc-lng so mer - ri - ly, so mer - ri - ly, heigh oh ! 



^^: 



i 



m^ 



\^- 



Victor Record 17,158 (Chord — Dance played five times). 

Steps: Courtesy, running. 

Formation : Single circle of couples, facing center, boy on the left of girl. 

Music: Two parts of 8 measures. Polka rhythm (2 counts to ai 
measure) . 

Part I — Greeting to all the dancers. 

Clap, clap, partner, 1 . Clap hands twice, face partner, 

and execute a courtesy (step backward 
with foot farthest from partner, pointing 
other foot and bendmg trunk forward). 



\ 



GAMES AND DANCES. 



23 



Clap, clap, neighbor. 



Stamp, stamp. 



Turn yourself around, 



Clap, clap, partner. 

Clap, clap, neighbor. 

Stamp, stamp, turn yourself around. 



2. Clap hands twice, at the same 
time turn on the balls of both feet, face 
neighbor (away from partner) and exe- 
cute a courtesy. 

3. Face the center, stamp twice, 
first with the foot farthest from partner, 
then with the other foot. 

4. With three running steps execute 
a whole turn, beginning with facing 
away from partner. 

3. Repeat 1 , 2, 3, 4. 



Part II — Represents pleasure of all being together and should be rollicking 

and full of fun. 

1 . Dancing so merrily, so merrily 1 . All grasp hands, face left, and 

we're dancing, beginning left, 1 6 running steps for- 

Dancing so merrily, so mer- ward (around the circle clockwise), 
rily, heigh oh! 



2. Dancing so merrily, so merrily 
we're dancing. 
Dancing so merrily, so mer- 
rily, heigh oh! 



2. Same, counter-clockwise. 



. GAMES AND SONG GAMES 
FOR CHILDREN OF SEVEN TO TEN YEARS 



Second School-Grade. 



CAT AND MOUSE. 

The cat and mouse game described in games of Grade I can be made 
more difficult for older pupils by 

(a) Having two cats and one mouse. In this form the players must 
assist the escaping of the mouse by obstructing the way of the cats. 

(b) Arranging your class in two concentric circles and having one cat 
and one mouse. 

(c) The players may be divided into groups of four or five who form 
small circles by grasping hands. These groups stand five or six steps from 
each other. The mouse runs into and out of the circles, or it dodges about 
among them until caught by the cat, or until it is relieved by another player. 

(d) The players are arranged as in (c), but there are two mice. If, 
now, one mouse runs into a circle (into a hole) the other must run out. This 
form of the game requires much skill on the part of the players. It therefore 
appeals also to older players. 

CHANGE TAG. (Lane Tag.) 

This is a form of tag in which the players are formed in front ranks of 
six or eight, with grasped hands, the ranks being two steps apart. Upon the 
command, *'left face,'* the players release their holds, face left and inamediately 
grasp hands with their new neighbors. This facing brings about new paths 
(lanes) between the ranks. The play itself is like plain tag. The teacher 
chooses two children, one of whom is *'it." He tries to tag the other, who 
runs up and down the paths between the ranks. The teacher should frequently 
change the paths by commanding left or right face. 

24 



GAMES AND DANCES. 



23 



SPIN THE PLATE. 

The players form a circle and are numbered 1 , 2, 3, etc. The leader 
is inside the circle. He holds a disk or plate in his hand, and, setting it on edge 
on the floor, gives it a quick twist. While it is spinning he calls out some player 
by his number, who rushes forward to catch the plate before it settles flat. If 
successful he becomes leader, and the former leader takes his place in the 
circle. If unsuccessful he returns to his place, and the leader spins the plate 
again, calling another number. 

Older players may also be required to clap their hands once or twice, 
in front or behind the body, hop, turn around, etc., before starting to catch 
the plate. 

^ HOOP TOSS WITH PEG BOARD. 
The apparatus consists of a board one foot square having on it five pegs 
three inches high. (See diagram.) The hoop is approximately ten inches in 

diameter. The object of the game is to toss the 

hoop so that it will fall over one or more pegs. 

Each peg encircled by the hoop counts one. If, 

therefore, the hoop encircles one peg this counts 

one, if two pegs are encircled it counts two, etc. 

The center peg, however, counts double. A 

corner peg and the center peg encircled by the 

hoop would count three points. If each peg 

were to count three, the encircling of one corner 

peg and the center peg would count nine points. 

As illustrated, a throw would count three points. 

This game lends itself well to a lesson in arithmetic having more interest 

to the child than the mere addition of 1 and 1 , or 2 and 2. The fact that the 

center peg counts double adds another element of interest. 

If used as an indoor game the players stand in line with the first desks, 
cuid the peg-boards are placed on the floor near the blackboard. 

If played out of doors the distance between the throwers and the boards 
may be increased with the age and skill of the players. 

With skillful players several hoops may be used with each board. In 
this case the hoops should be of different colors, so as to allow each player to 
distinguish his hoop easily. 




26 GAMES AND DANCES. 

CATCH THE WAND. (Variation of Spinning the Plate.) 

The leader stands in the center of a circle, formed by the other players, 
holding a wand upright, his first finger resting on one end of the wand, the 
other end resting on the floor. At any moment, by raising his finger, he allows 
the wand to fall to the floor, at the same time calling the name of one of the 
players, who must quickly rush forward and catch the wand before it touches 
the floor. If he succeeds in doing so he becomes the leader; if not, the game 
continues with the same leader until some one catches the wand. 

JACOB, WHERE ARE YOU? (R. Ruth and Jacob.) 

Form your pupils in a circle, standing closely together with hands grasped. 
Two players are chosen by the teacher; one is Ruth, the other Jacob. Both 
are blindfolded. Ruth now calls, "Jacob, where are you?'* Jacob answers, 
*'Here," quickly and silently changing his place. Guided by the voice, Ruth 
tries to catch him. This procedure is repeated until Jacob is caught. 

If the game is played in a schoolroom, form the children in an oval in 
the front part of the room. 

JUMP OVER. (R.) 

The pupils stand in the aisles, facing their seats. At the command, 
*'One," they place their hands on their desk and the back of their seats, rising 
on their toes; on **Two,'* they jump over the seats, landing on their toes in 
the next aisle. Left about face and repeat a few times. 

LONG JUMPING ROPE. (R.) 

The exercises of the first grade may be made more difficult by having 
two, three or four pupils run through at the same time after a given number 
of swings. In the same manner have two (or more) run into the rope, jump 
four, three or two times, and then run out. 

RACING. 

The races of Grade I may be made more difficult by increasing the 
distance to be run or hopped. The winners of each rank should now be 
given a chance to run against each other. 



GAMES AND DANCES. 27 

BALL GAMES. (R.) 

Children of the second grade may still use the beanbags for tossing and 
catching, but the games of the first grade should be made more difficult by 
designating the hand that tosses and catches. Hand-clapping before a bag is 
caught may also be required. 

BAG BOARD. (R. Faba Baga.) 

The bag board is about two by three feet in size, having in it three holes 
of unequal diameters. It is placed slanting against a wall. At a distance of 
about eight to ten feet each player is allowed to toss a number of bags, trying 
to toss them through the holes, the smallest giving a score of fifteen, the next 
ten and the largest five points. 

BAG IN THE RING. (R. Bag-Toss.) 

Three concentric circles are drawn, the largest about six feet in diameter. 
The players stand at a distance in accordance with their skill, and each throws 
a beanbag so that it will alight in the center circle, or as near it as possible. 
If it alights in the center one it counts fifteen points; in the next larger, ten, 
and in the largest, five. If most of the bag is over a line it is counted as 
being in that circle. The player scoring the largest number of points in a 
given number of trials or a certain length of time wins the game. 

STAND - DODGEBALL. (R.) 

Apparatus: A gas ball, or a small, light beanbag. On the floor, at the 
front of the room, mark off a circle three feet in diameter. A boy takes his 
place here with one foot in the circle. From a mark about halfway across 
the room the pupils, one after another, get a chance to throw at the one in the 
circle. He is allowed to dodge the missle, but must always keep one foot in 
the ring. Frequently change the target. 

If the game is played in the yard, place the circle near the wall or fence, 
so that the ball or bag does not go too far from the players. 

CATCH ME. (Come Along, Skip Away.) 

Have the players form one or two circles. Choose one child as the first 
tagger. This child runs around the outside of the circle, tagging some one. 
The child tagged pursues the tagger, trying to catch him before he reaches the 



28 



GAMES AND DANCES. 



place vacated by The one tagged. The one tagged now becomes tagger and 
the game proceeds as before. Call for lively running and prompt tagging — 
and do not allow the "playing of partners/' so that all get a chance to run. 
As a variation, have the runners run around or touch an object some distance 
from the circle before finishing. Another variation is to have the players skip 
instead of run. Still another is to have the players stand by twos or threes, 
who must all run when the last one is tagged. The one left over continues 
the game. 

LONG JUMPING ROPE. 
Arrange the children in ranks of two. Fasten one end of the rope to 
the fence. The teacher takes the other end and swings the rope toward the 
pupils. At every third swing the foremost pupils run through, around the 
teacher and form at the rear of the column. As the children become more 
proficient let them run through at every second (first) swing. Also let them 
run through by fours, sixes, eights. Later let them run in, jump twice, and 
run out as the next rank runs in. 

I See You.* 



1. 



^11 



^: 



^%—M—\— 



^:=: 



(PEEK-A-BOO.) 



qsZTJt 



:=1^==^^ 



Swedish. 



=;^^=^v 



I 



fj 



I 






tJ 






see you, I see you, Ti ral - la, ral - la, lal - la - la, I 

A A _A^^ ^^^^ A —^^^i^^m^mmt- 

-- 1 1 1 1 1 1 1 1 1 ' !- 



.^-. 



r 



i:^: 



fj 



see 

A 



you, 



— I- 
see 

A 



:=^ 



you, 



Ti 



=1^ 



ra. 

A 



:s: 



1 - la, lal - la 



la. 

A 



m 



-=1— 



f ' 



--?- 



■^— 



-I — 
:*: 



GAMES AND DANCES. 



29 



I See You. — Concluded. 



( 



-!» 



fj 






p-l— — is 1 1 ^- 



i=-_-=:=qv=q: 



You see me and I see you, And you take me and I take you; 




-^ — - 



1^ 



::K{-^si 



-Js s , 



tj 



.^ — ^- 



--S- 



wmMf\ 



You see me and I see you, And you take me and I take you. 

'' --r — ^ ] ^ 



Sh 



:=:q: 



r 



-r 



"^ — - 



* Copyright, 1908, by Jakob Bolin. 
Victor Record 17,158 (Chcrd — Dance is played nine times). 

Step: Skipping. 

Formation: The children are formed in two divisions, standing 10 feet 
apart, facing toward center. Each division is divided into couples, one in 
each couple standing behind the other. Those in front have hands on hips, 
those in rear have hands on shoulders of ones in front. 

Music: Two parts of 8 measures each. Polka rhythm (2 counts to a 
measure) . 

Part I. 

1 . Those standing in rear alter- 
nately bend their heads once left and 
right. 

2. The head is bent four times 
(thus playing "peek-a-boo" with op- 
posites). 

3. Repeat 1. 

4. Repeat 2. 



1 . I see you, I see you, 



2. Ti-ralla-ralla-lalla-la, 



3. I see you, I see you, 

4. Ti-ralla-lalla-la. 



30 



GAMES AND DANCES. 



3. You see me and I see you, 



Part II. 

5. On the first word all clap 
hands, then those in rear skip forward 
(passing left), and grasp both hands 
of those coming from the opposite divi- 
sion. 

6. And you take me and I take 6. Skip around vigorously in place. 

you, 

7. You see me and I see you, 7 and 8. All clap hands, skip to 

8. And you take me and I take partner, grasp both hands, skip around 

you. vigorously in place, finishing with the 

two divisions again formed, the part- 
ners having changed places. 



MY BROTHER. (Mein Briiderle.) 

The pupils are formed in a circle, standing in pairs, facing the leaders. 
The inner hands are grasped shoulder-high. 



My Brother. 






Adapted from a German Students' Song. 



I± 



fy 



11^ 



:i^: 



^ii:=^=i:H=-, 



T-^i 



i 



1 . I've not seen broth - er for some time, For some time, for some time ; 

:t:i==zzl=-— r-t: 






^ 



.-— JV 






■m * 



r 



.^-> 



ill 



^ ^- 



FlXE. 



i 



So let's 



)e mer 



ry 



now 



And 



sing, 






:d=: 






sing. 



sing. 



:C: 



r- 



1 



GAMES AND DANCES. 



31 



My Brother. — Concluded. 



==^-^->- 



Hv 



:=.-_-rr->=z:c 



-■•-•• 



Z>9_ 



H ■ ^^ 



--e=^ee:^=i 



O sing, dear broth - er, sing, dear broth - er. Sing, s:ng, sing ; 
V^ L? — y-'m — m — 



-r 



:.2~ 



r- 



:z!V~r- 



^==1 









o 



sm 



g, dccir broth - er, sing dear broth - er. Sing, smg, smg. 



^ 



-h 



\. 



;b 



1 . Fve not seen brother for some time, ^ 
For some time, for some time; 
So let's be merry now and sing, 
sing, sing. 



The children sing while marching 
around in the circle. 



I : O sing, dear brother, sing, dear 
brother; 
Sing, sing, sing.: I 

Fve not seen brother for some time, 
For some time, for some time; 
So let's be merry now and sing, 
sing, sing; 

2. I've not seen sister for some time, 
For some time, for some time; 
So let's be merry now and 
dance, dance, dance. 



> Skip forward. 



The children sing while marching 
around in the circle. 



^ March forward as above. 



Partners face each other, graspmg 
:0 hop. dear sister, hop, dear sister; U.^ ^^^^^ ^^j g^„^p ^.A^ss^xA to- 

Hop. hop, hop. : I J ^^^j jj^g ,g^j^^ 



32 



GAMES AND DANCES. 



I've not seen sister for some time, 
For some time, for some time; 
So let's be merry now and 
dance, dance, dance. 



^ March forward as above. 



3. I've not seen teacher for some time, ^ 
For some time, for some time; 
So let's be merry now and fly, 

fly. fly. 



March forward as above. 



: O fly, dear teacher, fly, dear 
teacher. 
Fly, fly, fly. : I 



Skipping forward, the children 
wave their arms as if flying. 



I've not seen teacher for some time. 
For some time, for some time; 
So let's be merry now and fly, 
fly, fly. 



March forward as above. 



GAMES AND DANCES. 



33 



The Carrousel. 



'^=;r-=sr- 


~=^^~ 


K k '> N 


4 






Swedish. 

1 1 1 


W^ t 


— 1 — 


« — ^ « 49 


— . 1 — 

r - 


1 1_ 


— -iH- 


— •• 


— •« 


w r 


1 


1 1 1 ' 


-•- -»■- 


•m- 


r 

run - 


1 


Pret - 
S5? „ II 


ty 


chil - dren, sweet and 

1 1 


gay, Car - 


rous - el 


is 


ning. 


^=e=i— 





- * m - ■ 


-*—- w— 


^^- 





^ 





:-^i^E3; 



F-=^^ s— =K — =ls- 

— i 1 1 1— 






-4- 



f 



It 



riU 



will run 



'till 



eve 



ning. 



Lit - tie ones a nick 



^ ! ^ w w 


-- ^ J 4 4 : 


1 

1 


m m m 



=!::=:=)Si=qv 



H 1- 



H 1- 



l^^ ^p:-^ ig^^E^ 



I I 



big ones a dime. Hur- ry up, get a mate, or you'll sure- ly be too late. 



tt=:t: 






:1: 



jd-±: 




Choeus. 



T— H — i — :^-^ 



: -.^>-4 r 



._js — iS — k — IS — k 



S=1^ 



JHh 1 < 1 1 r > " i 

^a— ^— ^— ^— ^— ^— ^ 

=bp=:pE=p:=pE=pEzrj?=p[ 



-Vt- 






Ha, ha, ha, hap- py cire we, Car-rous-el is run-ning, running so mer-ri - ly ; 



=t:: 



:t:z=t=bt:=t=zz=t:==:Ef:=z==i:f::z==E 



~m — •» - 






B 



/,, 



Copyright, 1908, by Jakob Bolin. New York , N. Y. 

Victor Record 17,086 (Introduction, chord — Dance is played four times). 

(This dance represents the merry-go-round with horses and riders.) 

Steps: Gallop, closing step. 

Formation: Two concentric circles, facing the center. Those in the 
inner circle grasp hands, while those in the outer circle place their hands on 
the shoulders of the ones in front. 



34 GAMES AND DANCES. 

Music: Two parts. Part I, 7 measures. Part II, 4 measures. Re- 
peated. Polka rhythm (2 counts to a measure). 

Part I (Carrousel just starting). 

Pretty children, sweet and gay. 



While singing, both circles move 
left sideward with closing steps (step 
sideward left and bring heels to- 
gether) . 



Carrousel is running. 
It will run till evening. 
Little ones a nickel, big ones a dime. 
Hurry up, get your mate, or you'll 
surely be too late. 

Part II (In full swing). 

Ha, ha, ha, happy are we. 
Carrousel is running, running so mer- 
rily. 
Ha, ha, ha, happy are we. 
Carrousel is running, running so mer- 
rily. 

At the end of the song the players change places and the dance is re- 
peated. 

For older players a suitable variation consists of letting the inner players 
face about after the first rendition. Still another variation consists of letting 
each circle gallop in opposite directions while singing **Ha, ha, ha,'* etc. 



The players gallop left sideward 
during the first two lines, and gallop 
right sideward during the third and 
fourth lines. 



/ 



CHILDREN'S POLKA (German). 
Victor Record 17,327 (Dance is played four times). 
Steps: Glide, three-step. 

Formation : Single circle of couples, facing center, boy on the left of girl. 
Music: Two parts of 8 measures each. Polka rhythm (2 counts to 
measure). 

Part I. 

Measures: 

2. Partners face, join hands, arms sideward. Two glides toward 
center and a three-step (three running steps in place) (counts 1 to 4). 

2. Repeat, moving outward (counts 3 to 8). 

4. Repeat above 4 measures (counts 9 to 16). 



GAMES AND DANCES. 35 

Part II. 

2. Ciap thighs, 1 ; clap own hands, 2 ; clap partner's hands three times, 
3 and 4 (counts I to 4). 

2. Repeat above 2 measures (counts 5 to 8). 

1. With a hop on left foot, place right foot forward, and shake right 
forefinger threateningly three times at partner (back of left hand supporting 
right elbow) (counts 9 and 10). 

1. Repeat left (counts 11 and 12). 

1 . Beginning left, whole turn left in three running steps (counts 1 3 
and 14). 

1. Stamp right, left, right (counts 15 and 16). 

THE FIRST OF MAY (Swedish). 
Victor Record 17,761 (Introduction, chord — Dance is played three times). 

Steps: Polka (or change step), skip. 

Change step, left: Step left forward, 1 ; bring the right foot to the left 
heel and put the weight on it, **and," step left forward, 2 "and.*' 

Polka left: Same as change step, hopping on the right foot on the "and" 
preceding the first count. 

Formation: Double circle of couples, boy on the left of the girl, left 
sides toward the center. Inner hands grasped. 

Music: One part of 8 measures, repeated. Polka rhythm (2 counts 
to a measure). 

Part I. 

Measures: 

8. Eight polkas (or change steps) forward, beginning with the outer 
foot, facing toward and away from partner, with arm swinging backward and 
forward (lightly and joyously) (counts 1 to 16). 

Part II. 

2. Partners face, shake hands three times and pause (counts 1 to 4). 
6. All make a quarter turn right and, beginning left, skip forward 

in a circle with a clap and a stamp on the first skip step, until each passes first 
partner and meets dancer who is next (counts 5 to 16). 



36 GAMES AND DANCES. 

The outer circle moves in the same direction as in Part I, the inner circle 
in the opposite direction. 

Words. 

To-day's the first of May, 

To-day's the first of May, May, May, 

To-day's the first of May, 

To-day's the first of May. 

Good-bye, good-bye, dear friend, 
We'll meet again some day, some day. 
We'll meet agam some day. 
Before the first of May. 

Note — The dance may be repeated as many times as desired, each time 
with a new partner. It may be used for a great variety of occasions, the 
names of which may be substituted for "The First of May." 

The music can be found in "Folk Dances and Singing Games," Burche- 
nal, and "Second Folk Dance Book," Crampton. 



GAMES, SONG-GAMES AND DANCES 
FOR CHILDREN OF EIGHT TO TWELVE YEARS 



Third to Fourth School-Grades. 



RUNNING AND HOPPING RACES. 

Always have the class arranged so that from four to eight can run or 
hop at the same time. Increase the difficulty of the races (a) by running 
greater distances; (b) by having two pupils cross arms and run without releasing 
their hold; (c) by running around or over obstacles; (d) by hopping on one 
foot; (e) by hopping on one foot, holding the ankle of the other. 

THIRD TAG AND RUN. (Third Slap.) 

The class is divided into two divisions, standing ten to twenty steps apart. 
One player from one side crosses over to his opponents to give the three tags. 
Their hands must be held forward to receive his tag, of which three are given 
to the same or to different persons. As soon as the third tag is given the one 
giving it turns and runs to a goal behind him (previously decided upon — 
usually his own line) while the one receiving the third tag pursues him. If 
caught before reaching the goal, the runner is out of the game. The teacher 
then chooses the next tagger. 

This game may also be played with sides, as follows: Two divisions 
line up, the hands being held as before. The leader of one side advances to 
the other and gives three tags, then turns and runs back to his side, pursued 
by the one receiving the third tag. If caught before reaching his own side he 
is a prisoner of the side that tagged him. 

The other side then sends out a tagger, the two sides continually alter- 
nating in sending out the tagger. The side having the largest number of 
prisoners at the close wins the game. 

PUSSY WANTS A CORNER. 

Each player chooses a place, a corner of a house, an apparatus, a mark 
on the ground, etc. All, with the exception of one, have places. The places 

37 



38 GAMES AND DANCES. 

being decided on, all go to the middle of a circle, and at a signal run for these 
places. The one who fails to get a place begins the play. He goes from 
place to place and says, "Pussy wants a corner." Meanwhile the players 
exchange places at will. The seeker for a place endeavors to secure one by 
outwitting some one who is exchanging places with another and by getting 
into the place first. The one thus deprived of a place becomes the next 
seeker. If a seeker, after repeated efforts, fails to secure a place he may 
call **A11 change places," and all must exchange. In the confusion of this 
general exchange he tries to get a place. 

ANIMAL BLIND MAN'S BUFF. 

A circle of players is formed, and they dance ai'ound a blindfolded 
player, who has a stick in his hand. When he taps on the ground or floor 
or claps his hands three times the players come to a stop. He then points 
to some player, who must take hold of the end of the stick. The blind man 
then asks him to make the noise of some animal, say of a dog, cat, cow or 
horse. The one making this noise should try to disguise his voice as much 
as possible. The blind man tries to guess who makes the noise, and if right 
they exchange places. In either case the circling about goes on as before. 
Players may disguise their height by bending their knees, standing on tip-toe, 
or in other ways. 

THE BEETLE IS OUT. (The Twisted Kerchief, Plump Sack, Drop 

the Handkerchief.) 

The players form a closed circle, shoulder to shoulder, facing inward 
and having their hands, with palms open, behind their backs. One of the 
pupils is outside the circle. He carries a handkerchief with a knot tied in one 
end of it (or a stuffed bag). Running around the outside of the circle, he 
puts the handkerchief into the hand of one of the players (if possible, without 
being noticed by the others) . When the leader calls "The beetle is out," the 
one having the handkerchief turns and strikes his right-hand neighbor on the 
back with the knot, the neighbor seeking to avoid the blows by running around 
the circle until he regains his former place. The pursuer now starts around 
the circle, placing the handkerchief (the beetle) into some one's else hand, 
and the game continues as before. 



GAMES AND DANCES. 39 

PUSS IN THE CIRCLE. 

A large circle is marked on the ground. One player, who is Puss, stands 
in the circle; the others stand outside of the circle. These players may be 
tagged by Puss whenever they have any part of their body inside of the circle. 
They will make opportunity for this by stepping in and out of the circle, 
teasing Puss in every possible way to tag them. Any one whom Puss touches 
fairly joins the first Puss in the circle and helps tag the others. The last one 
tagged is the winner of the game. 

CHANGE SEATS— CHANGE— 1-2-3-4-5-6-7-8-9-10. 

This room game also is enjoyable and practical on a playground. As a 
means of developing good discipline it is splendid, teaching children to do a 
certain thing in a certain way at a certain time. 

The teacher, or leader, commands "change seats" — "change," and then 
rapidly counts from one to ten. On the command "change" all children must 
change to a new seat (any seat in the room). On the tenth count they must 
be sitting in order with hands folded on top of the desk. The ten counts must 
follow the executive command immediately and must be given very quickly. 
Children are out of the game and pass to the front of the room in the following 
instances : 

1 . If two children are in the same seat they both are out. 

2. Failure to be in a new seat and in order on count 1 is penalized by 
being out. 

3. An attempt to move on the preparatory command "change seats," 
instead of waiting for the executive command "change" puts the offender out. 

The success of this game depends entirely on the manner and voice in 
which commands are given. The pause between the preparatory and execu- 
tive command should never be of the same duration. The accent should often 
be used in the preparatory part of command to catch the unattentive players. 

As the number of children in the game decreases the number of counts 
allowed for the changing may be decreased to 8 or 5 counts. 
The last player to remain in the game is the winner. 



40 GAMES AND DANCES. 

BAG RELAY. (R.) 

(a) Place one bag (eraser, handkerchief) on each front desk. At a 
given signal the occupant of the front seat passes the bag to the pupil behind 
him, who passes it on to the next, and so on till it reaches the end of the row, 
when it is returned in the same way. The row which returns the bag to the 
front desk soonest, wins. 

(b) Same as above, but bags are supplied to all members of one end 
row, and passed sideward and back again. 

(c) Instead of passing one bag, pass several in immediate successsion. 
Bags should be passed from hand to hand and not thrown. 

(d) Place on the front desk of each row as many beanbags as there 
are seats in that row. At a given signal the pupil in the front row rises, places 
one of the bags on the desk behind him, gets another, places it on the next 
desk, and so on, carrying one bag at a time until all are distributed. The 
pupils occupying the second seats in the different rows return the bags, one at 
a time, to the front desks. This is continued until each pupil in the row has 
had a chance. The row to finish first is the winner. 

BALL GAMES. 

The ball games of the preceding grades should now be made more 
difficult by using large gas balls, indoor baseballs, or basket-balls instead of 
beanbags. With increased accuracy the desire arises to test this. Throwing 
into a suspended basket, or through a suspended hoop, offers this chance. A 
pleasing variation is to allow the children to throw at a bell which hangs in 
the center of a suspended hoop. 

DUCKSTONE. (R. Duck on the Rock. Ducks and Drakes. Duck 

on Davy.) 

Apparatus: An eraser and a beanbag (if possible, a set for each row), 
With chalk, mark off a circle one foot in diameter on the floor, about one 
foot from the front wall. Put an eraser in this. The first pupil in the row 
rises, takes the beanbag, steps back a few steps and throws at the eraser. If 
he knocks it out his row counts one. Every one in the row throws from the 
same mark. In order to save time the next thrower takes his place near the 
circle, to get the beanbag and, if necessary, to replace the eraser. 



GAMES AND DANCES. 41 

GUESS WHO? (R.) 

Apparatus: An inflated seven-inch rubber ball (gas ball). A boy hides 
his head against the front wall. The teacher tosses the ball to some pupil, 
who throws at the hider. The hider then guesses who threw the ball. If 
he guesses correctly the thrower takes his place. Several sections may play 
at the same time. 

FOX AND CHICKENS. 

Divide the players into ranks of sevens. Six, representing the chickens, 
stand behind one another, catching around each other's waists; the one in 
front with outspread arms (wings) shoos off the fox (the seventh pupil), who 
tries to tag the last one in the rank. When the last one in the rank is tagged, 
the one in front becomes fox. The former fox takes his place at the end of 
rank. 

POTATO RACE. (Potato Planting and Picking.) 

Divide the players into six ranks of equal numbers. Have twenty-four 
potatoes (erasers, stones, handkerchiefs, etc.) The members of each rank 
stand behind one another. With chalk draw 
a small circle in front of the first one of each O O O 
rank. Into each of these six circles put four 
potatoes. About ten feet ahead of these circles O O O 
draw six more, repeating this three times (so 
as to have five circles for each rank). See O O O 
diagram. Upon command, the first pupil 
grasps one potato, runs and places it into a O O O 
circle. He then returns, grasps another potato, 
runs and places this into another circle. This 

is repeated quickly until all are placed. The O O O O O O 
next six gather the potatoes, by reversing the 

above procedure — /. e., by running for the first potato and placing this into the 
circle in front of each rank, then running for the second, then for the third, 
etc., until all potatoes have been gathered and are m the first circle. The 
rank winning in each race gets one credit. A variation of this race is to let 
the pupils hop instead of running. 



o 


o 


o 





o 


o 


o 


o 





o 


o 


o 



42 GAMES AND DANCES. 

DAYBALL. (Days of the Week. Monday, Tuesday.) 
This is a game for seven players. Each one is given the name of a day 
in the week. Sunday throws a tennis-ball, or another soft ball, agamst the 
side of a house, calling upon some other **day*' to catch it. If he catches it 
he throws the ball, calling upon some other player to catch it. If he misses 
the ball, the first player agam throws it. Young, inexperienced players may 
be allowed to catch the ball on the first bounce. 

If more players wish to join in the game, give each a number, and then 
call on a certain number instead of a day to catch the ball. 

A variation of this game suitable for older children (stand-ball) is as 
follows: If the one called upon does not catch the ball the rest run away until 
this player has secured the ball and calls *'Stand.'* The runners now are 
not allowed to move from their places. The ball-holder hereupon throws at 
a player, who may dodge, but not move his feet. Who is hit three times is 
out of the game. 

WATER SPRITE. (Hill Dill, Cross Over.) 

The players stand in two long lines, on opposite sides of the play field, 
the lines being twenty-five to thirty feet apart. The open space between them 
represents a river. The water sprite stands between the lines and calls on some 
one to cross over. This player signals to a player on the opposite shore. They 
then suddenly run across to exchange places. If the water sprite tags either 
one he is "it" and exchanges places with the tagger. 

When played as "Hill Dill" the tagger calls out, "Hill Dill, come 
over the hill," whereupon all players cross over. The one tagged either takes 
the place of the tagger or helps him until all are caught. 

Come, Little Partner. 




Come, lit - tie part - ner, come a- long, Let's play and dance and sing a song. 



1&- -I — i — -m- ' 



^ f 



GAMES AND DANCES. 
Come, Little Partner. — Continued. 



43 



•r'?=: 



,m. — m- 



T — > 



^ — 3 — '^ ^— F-* — * — ^ — -^ - 






Step this way now, and that way now, Then turn a-round and make a bow. 






It:: 



-©>- 






—'5'- 



m 



:^2 L 



:zjv:b 



— s 



--^S- 



^^5=^: 



^^^ IB ^ J I 



^1^^ 



Tra la, 



la, 



la, la, la, la, la, la, Tra la, la, la, la, la, 



^c^-iizi^^; 






^±1^^ 



^* 



M^- 



-t^- 



-j^- 
V 






-^— "- 






— 1^- 



mi 



la, la, La, la, la, la, la, la, la, la, la, la, Tra la, la, la, la, la, Ic 






-C^- 



-'^ 



9 



•tr-T 



T T T 

The players are arranged in couples, standing in a flank circle. 

Part I. 

1 . Two steps forward, followed by three running steps forward. 

2. Repeat I , beginning with the right foot. 

3. Step left sideward and courtesy (place right foot crossed behind 
left leg and bend both knees) ; repeat right sideward. 

4. A complete turn right in eight running steps, making a slight bow 
during the last count. 

5 to 8. Repeat 1 to 4. 

Part II. 

The couples face inward (face to face) ; the grasped hands are raised 
sideward, the elbows slightly bent. 

1 . Two glides sideward and a change step sideward toward the head 
of the column. 



44 



GAMES AND DANCES. 



2. Repeat toward the foot of the column. 

3. The couples face toward the head of the column, inner hands 
shoulder-high, outer knuckles on hips ; two glides forward and a change-step. 

4. Repeat 3. 

5 to 8. Repeat 1 to 4. 

Repeat Parts I and II as often as desired. 

]S[, B. — When the dance is first learned the players, when performing 
Part I, may all begin with the left foot and execute the steps as written. After 
some proficiency has been attained, let the players standing on the right of 
each couple begin with the right foot. The step and courtesy will then be 
sideward, away from and toward the dancers. 



Will You Dance With Me? 




;^^F==^N= 



German. 



:3fc 



you dance with me? 



^i 



— ^- 



i 



w 



:=i: 



^:- 



Will 

-I- 






IS— - 



you 



lance wi 



th 



me 



ur £5^- 

:*--:=g: 



f 



t- 



I 
I'll 

I 

ZJt 



be your part - ner 



— I- 
-^- 

now. 



25)- 



2. 

^LZ.! * « «— H-^ 1 1 



— I— 



m^ 






r F r 

Tra la, la, la, la, la, Tra la, la, la, tra la, la, la; 




It: 

r 



im—-^-- 



GAMES AND DANCES. 



45 



Tra 

I 



r- 



Will You Dance With Me ?— Concluded. 






:qv 






11^ 



:q^=:q: 



I 



la, la, la, la, la, T 



ra ia, la, la, la, la. 



=1: 



i 



The players are arranged in a large front circle, facing inward. 
Two or more players are inside. 



s 



Part I. 

The players forming the circle grasp hands and walk to the left. Those 
on the inside stand still. All sing: 

"Will you dance with me? Will you dance with me? 

Will you dance with me? I'll be your partner now.*' 

While singing the last strain each player on the inside chooses a partner 
from the moving circle. Those chosen step into the circle. These couples 
grasp both hands. 

Part II. 

The players forming the circle now stand still, and, with clapping hands, 
sing: 

**Tra la, la, la, la, la; tra la, la, la; tra la, la, la; 
Tra la, la, la, la, la; tra la, la, la, la, la." 

During this the couples on the inside execute glide steps sideward around 
in the circle. Those dancing do not sing. At the end of the song the players 
last chosen stay within the circle, the others resuming their places in the circle, 
and all immediately begin marching to the left, singing the first part. 

The game is continued as long as desired. 



46 



GAMES AND DANCES. 



Words by W. Comery. 



Spring Song. 



( VOCAL SCHOTTISCHE.) 



, , K_ 



tE^T^^:^-^J^^^^^3=^r^f- 



Composed by Arthur Richard. 



^—0L 

1 — 



l"^- 



r- 



Let us glad - ly sing Of re- tum-ing Spring, For as queen she comes to reign ; 

^ I 



;3;B=i_=EEE 



/ 



p?ie=Mz= 



^:1=t 



I K W WL 



Jt. M-. 



-I 1 -i- 









-A — 



t=tIZ=^ 



I 



=:t=: 



tz±:=tizl 



; 



is—rs: 



lEifei* 






-^ —^ 1 



._ 1. 






With a fai - ry wand, She awakes the land ; And the swallow comes in her train. 



?r**— =1- 



-±=:^i 



v^ 



;?j|^— 



-I -^ — -a — -m-—^- 



:t:=t=L^ 



—I ^- 

— I 1- 



-il=z* — ' 

-H ^ a 



iqiTz:^ m 



-=^'i^- 



H 1 h 

-I 1 H 



i; 



^— --i: 



=4 



t^ 






-3 -j^TJ ^^ — -^—^ 1 



— I %- 

-•--Si 






=^=:q=qv=::i: 



^1 



Let us glad - ly sing Of re - turn-ing Spring, For cis queen she comes to reign ; 






3=**: 



[-*- 



::t=3— 



trEi: 



-I- — ^1 1 



-^ 






-^- 



q=:=i: 



-■m — ■•- 



d — I 1 ^- 



=± 



:tz: 



itiztz: 



• Copyright, 1893, by Novello, Ewer & Co 



GAMES AND DANCES. 
Spring Song. 



47 



Fine. 



^ii^^^taiiiiilii^l^;^#M 



With a fed - ry wand, She awakes the land ; And the swcJlow comes in her train. 

Fine. 



:i-=4 



[i=i": 



-ft ^ 



'm — w 



4?' 



rzziH — ^— ^ 



I. 






•z:q: 



.<•. *. 



::1=q: 















=q: 



:^^=:^=T=1— q=:^-:&= 



cre%. 



^&^fe^|^ 



The cuckoo's note O'er the green doth float, For the cuckoo loves the Spring of the year; 



■#4 



— ft- 



mf 



-^ 



:1=q- 



:q=j=: 



-I— =^— 



-=1=*=*=^= 






.^_^ 



^^?^^=i: 



3^5 



cres. 



^--tzd=t: 



-j_ 



:qzr»: 









Z). C. al Fine. 



And the flow'rs around. Know the joyful sound. And array'd to greet her theyap-pear. 

D.C.alFine. 



ifc---: 



- -H ' 



e^ 



'f 



^r^f?—^- 



-^'- 



-\ 1- 



::^=zte=:iB=^— - 



— I — m — •- 



.« — m.. 



&"^^ 



^=^ 



=Jz:t: 






izt^-q: 



6 fc ^ 



h 



» 



48 GAMES AND DANCES. 

THE FAIRIES. I. 

Music: "Spring Song,** by Arthur Richard. 

Note — In their simplest forms the following roundels may be performed 
by the pupils arranged in single file, or by having them formed in a column 
of twos, threes, fours, etc., as may be made compulsory by the space at disposal. 
These roundels have a progressive forward movement; there must, therefore, 
be space enough to allow the pupils to move forward and to the left around 
the hall or room. If arranged in single file, pupils place their knuckles on the 
hips; if arranged in a column, the pupils grasp hands shoulder-high, the outer 
ones placing the knuckles of the free hand on the hips. 

The dance begins with the first beat of the second measure. 

Part I. Metronome 80. 

Measure : 

1. Beginning with the left foot, three quick steps forward and raise 
the right knee (the knee is raised slightly, the foot extended and near the 
left leg). 

2. Beginning with the right foot, three quick steps forward and raise 
the left knee. 

3. As 1. 

4. Beginning right, three quick steps backward and raise the left knee. 
(If, at the beginnmg, this backward movement is too difficult, change it to a 
forward movement.) 

5 to 16. Repeat the above four measures three times. 

Part II. 

1 . Place the left foot forward and backward. 

2. Change step left. 

3. Place the right foot forward and backward. 

4. Change step right. 

5 to 16. Repeat the above four measures three times. 
These two parts may be repeated as often as wished. 



GAMES AND DANCES. 



49 



THE FAIRIES. II. 

Note — This roundel is arranged for older pupils standing in a column 
of twos. The theme is the same as in the Fairies I, the variations consisting 
of movements to the opposite side. The partners, 
designated as Nos. 1 and 2, stand side by side, their 
right and left hands grasped shoulder-high, so that 
either may easily cross over without releasing the hold. 
No. 1 is standing at the right. 




Part I. 
Measure : 

1 . Beginning with the left foot, three quick steps 
forward and raise the right knee. 

2. Beginning right, three quick steps forward 
and raise the left knee. 

3. As 1, but during the three steps No. I crosses over to the left. 

4. Beginning right, three quick steps backward and raise the left knee. 
(If this backward movement is too difficult, change it to forward.) 

5 to 8. Repeat the above, except that during the seventh measure 
No. 1 crosses over to the right. (The left foot, when the crossing-over takes 
place, begins by crossing obliquely forward to the right.) 

9 to 16. Repeat the above eight measures. 



Part II. 



1 . Place the left foot forward and backward. 

2. Change step left. No. 1 at the same time crossing over to the left. 

3. Place the right foot forward and backward. 

4. Change step right, No. 1 crossing over. 
5 to 8. Repeat the above. 

9 to 16. Repeat the above eight measures. 

These two parts may be repeated as often as wished. 



50 GAMES AND DANCES. 

SHOEMAKER'S DANCE (Danish). 
Victor Record 1 7,084 (Chord — Dance is played ten times). 

Steps: Polka (or change step) and skipping. 

Formation: Double circle of couples, partners facing, boys on inside 
of circle. 

Music: Two parts of 8 measures. Polka rhythm (2 counts to a 
measure). 

Part I. 
Measures: 

1 . Raise fists in front of chest, elbows high, circle (forward) one hand 
with the other three times (counts 1 and 2). 

1. Reverse three times (winding the thread) (counts 3 and 4). 

1 . Vigorously pull the elbows backward twice (pulling the thread) 
(counts 5 and 6). 

1. Strike the left fist with the right three times (driving the pegs) 
(counts 7 and 8). 

4. Repeat the above 4 measures (counts 9 to 16). 

Part II. 

Face in line of march to move counter-clockwise, inner hands grasped. 

8. * Beginning with outer foot, 8 polkas forward, facing toward and 
away from partner, with arm swinging backward and forward (counts 1 to 
16). 

* Change stqjs may be substituted for polkas. 

Change step, left: Step left forward, 1 ; bring the right foot to the left 
heel and put the weight on it, "and,*' step left forward, 2 "and." 

Polka left : Same as change step, hopping on the right foot on the "and" 
precedmg the first count. 

Words. 

I [Cobbler, cobbler, mend my shoe. 

Have it done by half past two.|| 

I I Stitch it up and stitch it down, 
Make the finest shoe in town.|| 

Note — This is an industrial dance which may be traced to the guild 
system of Europe. 



GAMES AND DANCES. 



51 



Annie Goes to the Cabbage Field. 



i 



i=^ 






^ — ^- 






1^ 



:^ 






An - nie goes to the cab - bage field, cab - bage field, cab - bage field, 



m^: 



I'^^^L 



1^=^ 



:^=:«: 



-^ — - — ^ — a»- 



'^S- 






«^=^ 



-^— ^ 



:q: 



I 



-(5^ 



'• '• '• 1^ , 

Seek - ing there some hesh green leaves, to feed her rab - bits fine. 



(!^. ^— * f— 


w 


:^-^e= 


» 


« i9 


pr^cjzzitq 


^ * >! k 


[ 

— « 


:^ t^ 


k— 


— P — ^ V — k 


^- — j-l «- — ^ j- 



*^ 


-K 


=t^ 


-A- 






K 


nw 


-N sr- 


1 




r* : ' ' 1' 


1 


r^% J 




' 




n h 




^ 


« ^ 


s 


j^ 


1 


Vv7 • 












1^ 1 ' ! 1 


John 


- ny 


sees 


her, 


ha, ha, 

- m m 


m 
~m 

ha. 


Now 

0^ 


ru 


catch you, 


tra, 


-•- 

la, 


-W- 
la. 


©^f— 


IV . 


1 


m. 


" k — k — ^ — 


— 1 1 1 1— 


9 


P 


W- 


k 




w 


— k— 




1/ 


w 


w w 


- k— 


k— 


-^ 



-4- P?i ^- 

-3 *- ^ -m 


— \ — 


-^h 


=^ =t= 


— K 


W ^j^ 


II 


/v * ^ — 

It -V -— 1 i 


— ^ — 

1 


_a 


* -^ 


— « — 


^ ^ — ^- 


— k- 


— k — k- 


=H 


^ Z 1 

Nay, nay,' 

i 


— 1 — 1 

-0- 

nay, 


go 


— 1 1 — 

a - way, 


-*- 

ru 

1 


not dance with you 

N ^ 


to - day. 




/f*^-; — w U— — -t« 


-t— 


s s 


—■ « m «i — 


-f £ C H 


1*=^ Z 1^ 


— F- 

— \ 


-~T- 1 1 

— b^ k^ : 


—0 — 
— 1 — 


m « — 

. — 1 1 — 


=1= 


? • 


nH 


1 ^ 1^ — 


u 


W 


r- L 


l— • — 


« J — 


^k- 


-V f— 


u 



52 GAMES AND DANCES. 

ANNIE GOES TO THE CABBAGE FIELD (Bohemian). 

Step: Polka (or change step). 

Change step, left: Step left forward, I ; bring right foot to left heel and 
put the weight on it, "and," step left forward, 2 "and." 

Polka left : Same as change step, hopping on the right foot on the "and" 
precedmg the first count. 

Formation : Double circle of couples, boy on left of girl, left sides toward 
center, inner hands grasped. 

Music: Two parts of 8 measures each. Part I played twice and Part II 
played once. Polka rhythm (2 counts to a measure). 

Part I. 
Measures: 

1 6. Beginning with outer foot, 1 6 polkas forward, facing toward and 
away from partner, with arm swinging backward and forward (counts 1 
to 32). 

Part II. 
Partners face: 

Stand still (counts 1 and 2). 
. Stamp left, right, left (counts 3 and 4). 
Stand still (counts 3 and 6). 
Clap own hands three times (counts 7 and 8). 

Shake right forefinger threateningly at partner three times (counts 
9 and 10). 

Repeat, shaking left forefinger (counts I 1 and 12). 
Partners clap right hands, make a whole turn, whirling on left foot 
(counts 13 and 14). 

1. Stamp right, left, right vigorously (counts 15 and 16). 
Look fiercely at each other and make movements vigorous and threat- 
enmg. 

GUSTAF'S GREETING (Swedish). 

Victor Record 17,330 (Introduction, chord — Dance is played four times). 
Steps: Skip step, courtesy. 
Formation: Square set of four couples. (Head couples, the one facing 



GAMES AND DANCES. 53 

the music and the opposite couple; side couples, the other two). Boy on 
the left of girl. 

Music: Two parts of 8 measures each, repeated. Polka rhythm (2 
counts to a measure). 

Part I (Dignified and Stately). 

Partners join mside hands. 
Measures: 

2. Beginning left, head couples advance toward each other three steps, 
close and bow. (Boy makes bow with feet together, girl touches right toe 
behind left heel, slightly bending knees, making a bob courtesy) (counts 1 
to 4). 

2. Beginning right, head couples take three steps backward and close 
(counts 5 to 8) . 

4. Side couples the same (counts 9 to 16). 

8. Repeat above 8 measures (counts 1 to 16). 

Part II (Light and Jolly). 

2. With inside hands joined, beginning left, head couples take four 
skips toward each other (counts I to 4). 

2. Release partner's hand and with a quarter turn outward, join inside 
hands with opposite and skip under the arches made by the raised joined hands 
of the side couples (counts 5 to 8). 

2. After passing under the arch, they release hands and each skips to 
his own place (counts 9 to 12). 

2. Clap hands on the thirteenth count, and joining both hands with 
partner, skip around vigorously in place, clockwise (counts 13 to 16). 

8. Side couples the same (counts 1 to 16). 

Words. 

||Gustaf's skoal! 
There is no better skoal than this! 
Gustaf's skoal! 
The best old skoal there is III 



54 GAMES AND DANCES. 

jjHo fal de-rol jan, 
Le-jan, li-jan, 
Ho fal de-rol jan, 
Le-jan, li-jan. 
Ho fal de-rol jan, 
Le-jan, li-jan. 
Gustaf*s skoal !|| 

Music can be found in "Dances of the People,** Burchenal; "Swedish 
Folk Dances,*' Bergquist. 

MOUNTAIN MARCH (Norwegian). 

Victor Record 17,160 (Chord — Dance is played five times). 

Steps: Running. 

Formation : Groups of three, with the center one forward one step, hands 
joined, forming a triangle (handkerchiefs may be used in joining hands to 
make the dance more effective) . 

Music: Two parts of 16 measures each. Waltz rhythm (3 counts to a 
measure). 

Part L 
Measures : 

1 . Moving in a circle counter-clockwise, beginning left, take three run- 
ning steps obliquely-left forward and bend trunk in the same direction, stamp- 
ing on the first count (counts 1 to 3). 

1. Repeat, beginning right (counts 4 to 6). 

14. Repeat the above 2 measures seven times (counts 7 to 48). 

Part IL 

2. No. I , standing in front, bending forward, moves backward and 
passes under the joined hands of No. 2 and No. 3, with six small running 
steps, while No. 2 and No. 3 run in place (counts 1 to 6) . 

2. No. 2, at the left, moves across in front of No. I , and turns right 
about under No. 1 's right arm, in six small running steps, while No. 1 and 
No. 3 run in place (counts 7 to 12). 



GAMES AND DANCES. 55 

2. No. 3, at right, makes a whole turn left under own (both) arms in 
six small running steps, while No. 1 and No. 2 run in place (counts 1 3 to 
18). 

2. No. 1 makes a whole turn right under own right arm in six small 
running steps, while No. 2 and No. 3 run in place (counts 19 to 24). 

8. Repeat the above 8 measures (counts 1 to 24). 

This dance represents two mountain climbers with their guide, who ap- 
pears to be pulling them after him. He should glance back occasionally, 
first over one shoulder and then over the other, to see how they are advancing. 



GAMES AND DANCES 

FOR CHILDREN OF NINE TO FOURTEEN YEARS 



Fourth to Sixth School-Grades. 



BLACK MAN. (Black Tom; Bogey Man; Pom, Pom, Pull Away; 

Kings.) 
A player, chosen as Black Man, stands at one end of the yard, the 
other players stand at the opposite end. The Bogey Man calls, **Are you 
afraid of the Black Man?" The others answer, "No," and run, trying to 
pass him and reach the opposite end of the yard. The Black Man tags one 
or two, and they go with him to his side of the yard, and play as Black Men. 
The play is repeated until all the runners are caught by the Black Man and 
his helpers. The last one caught begins a new game. 

LAME GOOSE. (Fox in the Hole.) 

The one playing the goose takes his place at one corner of the yard, 
called "home." After three running steps he must hop (on one foot) and tag 
one of the other players who are running about. When one is tagged, and 
so becomes goose, he is chased by the other players, who strike him with 
knotted handkerchiefs, until he is "home." Should the goose in his attempts 
to tag a player put both feet on the ground he also is chased home by the 
other players. 

BREAK THROUGH. (Bear in the Ring, Bull Pen.) 

A number of players join hands and form a circle, the bear-pit. One 
of their number, previously selected as the bear, wanders about on the inside, 
attempting to get out by testing the bars. The bear may break through the 
bars by placing his weight on the grasped hands, or jump over or crawl under 
the same. If he breaks through and escapes, the keepers give chase, the one 
catching him becommg bear. 

CATCH THE WAND. (Spin the Plate.) 

Increase the difficulty by having the one called clap hands once or a 
number of times before catching the wand. Catching may be made still 
more difficult by asking for a complete turn around before catching. (See 
games of second grade.) 

56 



GAMES AND DANCES. 57 

LONG JUMPING ROPE. 

The difficulties of this game may be increased by introducing quarter 
and half turns while jumping; also by having a new pupil run into the rope 
after every swing until six or eight are in, and have them run out in the same 
order; also by always keeping a stated number in the rope — when one runs 
out, the next in order runs in. 

LEAP FROG. 

This may be played by any number of boys, one of whom assumes a 
stooping posture with his hands resting on his knees. The others, who stand 
behind him, leap over him with legs straddled, resting their hands lightly on 
his shoulders. As each goes over he assumes the same stooping posture as 
the first, a foot or two in front of the preceding player. When the last has 
leaped over, the one who stooped first stands up and leaps over the line of 
stooping players. As soon as he has passed over the one in front of him, 
that one leaps over the next, and so on until all have done so. 

This game may also be played by the boys when standing in open 
order after their calisthenics. Each file jumps for itself. 

WRESTLE FOR THE WAND. (Stick Wrestlmg.) 

Two boys, standing opposite each other, catch hold of a thirty-inch 
wand. The right hand takes undergrip, the left uppergrip (right hand on 
the outside). By pressing down with the left hand and pulling with the 
right, each boy tries to twist the wand from the hands of his opponent. Who 
lets go with one or both hands loses. The wrestlers must remain on their feet. 

HAND -PULLING CONTEST. 

Two players take positions opposite to one another grasping right hands. 
Upon command they begin to pull, each trying to pull the other across a line 
lying from 3 to 6 feet back of the starting place. 

A more difficult variation of hand pulling is as follows: Two players 
take position opposite to one another, grasping the opponent's wrist with the 
right hand. The right feet touch each other. Upon command, each tries to 
pull his opponent over to his side. In this contest the right feet must not be 
moved. An opponent can be pulled over only by the display of much skill 
and ingenuity. 



58 GAMES AND DANCES. 

HAND -PUSHING CONTEST. 

In this contest two players stand with the inner sides of their right feet 
touching. The left foot of each player is placed backward. The players 
grasp right hands shoulder-high, bending the arms at the elbow. Upon com- 
mand they try by pushing, to force their opponent to move one of his feet 
and thereby win the bout. In this attempt to get one's opponent to move his 
feet, pushing and suddenly stopping the push is allowable also the bending of 
the knees or the trunk. 

SHOULDER - PUSHING CONTEST. 

Two players stand opposite to one another, placing the left foot forward 
and placing their hands against the shoulders of their opponent. Upon com- 
mand each tries to push his opponent over a line lying from 3 to 6 feet back 
of the starting place. 

WAND -PUSHING CONTEST. 

Two players face each other in such manner that the inner side of their 
left feet and the left shoulders nearly touch. The right feet are placed back- 
ward (the four feet of the two players being in a straight line). A long 
wand, approximately 1 ^ by 46 inches, is held between the players, the right 
hand grasping the rear end, the left hand the middle of the wand. Upon 
command each player by pushing tries to force his opponent over a line lying 
from 3 to 6 feet back of the starting place. 

PUSHING BETWEEN TWO WANDS. 

Two players stand opposite to one another, place the left foot forward, 
bend the left knee, and firmly grasp two wands with hands and upper arm, one 
wand being held under each arm. The ends of the wands should protrude 
slightly beyond the backs of the contestants. Upon command each tries to 
push his opponent over a line. The arms must be held tightly against the sides 
of the body so as to prevent the wands from slipping. A firm hold of this 
character also enables a contestant to raise his opponent slightly, and thus more 
easily push him backward. 



GAMES AND DANCES. 39 



PULL - OVER. 



Two players are seated on the ground opposite each other, the soles of 
their feet touching. Their arms and legs are extended, and they grasp a 
strong stick, which is held horizontally between them, exactly over their 
feet. One player grasps the stick at the ends (on the outside), the other 
has both hands on the inner side. Upon command they both pull. The 
player succeeding in pulling over his opponent wins. If played as a team 
game, credit the winning side with one point for each pull-over. 

Pull-over may also be played by having two players, who are standing, 
grasp right hands (or wrists). Upon command, both begin to pull. He 
who pulls his opponent over a predetermined mark, wins. 

FOOT IN THE RING. (Rooster Fight, Chicken Fight.) 

A circle about two feet in diameter is drawn. A boy places one foot 
in the ring, folding his arms. A second boy hops around the ring with arms 
folded, trying to push the first boy out of the circle by nudgmg or shoving 
him as he goes by. When the first boy is put out, the second takes his place, 
and a new boy is chosen to attack. If the attacker is put out by having both 
feet on the ground the next one takes his place. After the game is learned, 
several circles may be used at the same time. A very agile boy will be able 
to defend himself against two attackers. 

BALL GAMES. 

In this grade the pupils should be led to play the games of the preceding 
grades with a small, regulation-sized ball. They should learn to throw and 
catch a tennis or soft baseball. They also should be led to bat a soft ball 
with their hands, and, later, with a paddle or short bat. 

TOSS UP. (Flower-Ball, Number-Ball, Catch-Ball.) 
The players form a circle, one of the pupils, standing in the center, 
having a basket-ball (or a tennis-ball). He tosses the ball high up within 
the circle, at the same time calling one of the players by name. The one 
named must quickly run and catch the ball after the first bounce. If he 
catches the ball he tosses it up and calls upon some other player. If the ball 
is not caught the first player again tosses it up. To increase the difficulty of 
the game, ask that the ball be caught on a fly. 



60 GAMES AND DANCES. 

A variation of this game is to form two sides, numbering the players, the 
odd numbers forming one side, the even numbers the other. The odd numbers 
must call on the even, and vice versa. Count one point for every ball caught, 
and see who wins after twenty tosses. 

DAY OR NIGHT. (Black or White, North or South.) 

Separate the class into two ranks. These face each other, at two steps 
distance. One party is named Day, the other Night. Take a coin or a flat 
piece of wood, designate one side of the coin or wood as Day, the other as 
Night. Toss it up. Immediately after it has fallen call out the side on top. 

Should this be Day, this party runs to its goal (about twenty-five feet off), 
pursued by Night. Whoever is tagged in this pursuit is a prisoner and out of 
the game. Contmue until all of one side are caught. 

LAST PAIR RUN. (Last Pair Out, Long Tag.) 

Form the players into a column of twos, with a single pupil standing at 
the head of the column. This one claps his hands three times, at the same 
time calling out, "Last pair run." Upon this, the pair standing at the rear 
end of the column runs forward (one at each side) and tries (anywhere in 
the yard) to join hands before the caller has caught one. If one is caught he 
becomes caller, and the other two form a pair at the head of the colunm. The 
caller is not allowed to turn around to see who is running forward. 

CIRCLE TAG. 

For older pupils a variation of the game of "Catch Me" (described in 
the games of Grade II) is known as "Circle Tag," which is played as follows: 
Form the players in a large, front circle and let them count off by fours. The 
"ones" then take two steps backward and face to the right. Upon command, 
these pupils (the ones) run forward, each one trying to tag the one in front 
of him. After the "ones" have resumed their places, the "twos" (threes and 
fours) run in the same manner. 

To increase the difficulty, let the runners run around the circle twice, 
three or four times and see who has tagged the greatest number during the 
run. As soon as some one is tagged he must step into the circle. 



GAMES AND DANCES. 61 

This game may further be varied as follows: When all pupils are in 
place the teacher suddenly calls **The ones.'* Upon hearing this, the *'ones" 
quickly step out of the circle, run to the right and try to tag those running in 
front of them. Later the teacher calls another number. 

RED ROVER. (Red Lion, Catching Fish.) 

One player, the Red Rover (Red Lion, Fisherman), stands in his den. 
The others tease him by calling — 

"Red Lion, Red Lion, come out of your den. 
You tag me, you catch me, and I'll help you then." 

He folds both hands, runs out and tries to tag one. If he succeeds, they 
both return to the base, join hands and again venture forth, each player tagged 
joining the line (lengthening the net). Players may be tagged only by the 
ones at the end of the line. If the line (net) is broken either by those forming 
it, or by a player breaking through, those *'it" must return to their base. 

CHICKEN MARKET. (Rotten Eggs.) 

Two of the players are buyer and seller; the rest are chickens. The 
chickens stoop down in a row with hands clasped under the thighs. The 
buyer says to the seller, *'Have you any chickens for sale?" The seller says, 
*'Yes, plenty of them. Will you walk around and try them?" The buyer 
now tries different chickens by laying his clasped hands, palm downward, on 
the head, and pressing downward. He pretends to find fault with some of 
the chickens, saying, **This one is too old," *'This one is too fat," "This one 
is too tough," etc. When a chicken is found that is satisfactory, the buyer 
and seller grasp his arms, one on each side, and swing him back and forth, 
the chicken still remaining in a stooping position with hands clasped under 
the thighs. If he stands this test, the buyer leads him away to a place selected 
as the coop. The sale goes on till all the chickens are sold. Any chicken that 
smiles or does not stand the swinging test is "no good," and is out of the game. 



62 GAMES AND DANCES. 

TRADES. (Botany Bay, Three Wise Men.) 

Sides are chosen. Goals are marked off forty or more feet apart. One 
side chooses some trade which it is to represent in pantomime. The players 
of this side advance from their goal to the goal of the other side, and arriving 
there, they say : 

"Here are some men from Botany Bay, 
Got any work to give us to-day?" 

The other players say, "What can you do?" The answer is given by 
going through some motions descriptive of the trade chosen. The opponents 
guess what trade is represented. If they guess correctly the actors run back 
to their goal, pursued by the guessers. Any one tagged must join the other 
side, who now become the "men from Botany Bay." The game continues 
till one side captures all the players of the other side. 

ADVANCING STATUES. 

Lay off a "base line" about twenty feet long, and parallel to it, at a 
distance of 50 to 80 feet, another line of equal length, called the "home 
line." On the base line place from ten to twenty players, distributed at equal 
intervals and facing toward the home line. About five feet beyond the middle 
of the home line stands a player, the leader, with his back turned toward the 
base line. This player counts aloud from one to six (or any other number 
agreed upon). As soon as he begins counting the other players move forward 
in straight lines perpendicular to the base line. While he is counting they may 
move forward as fast as they wish, but the moment he says six (or the number 
agreed upon) the player who is "it" turns around quickly, facing the con- 
testants. Those who are found to be standing perfectly still are entitled to 
keep their positions, and to move forward from there during the next counting. 
Any whom the leader finds moving when he turns around are called by name 
and must go back to the base line. The aim is to reach the home line. The 
player reaching it first becomes leader for the next game. 

The counting may be done slowly or fast, as the leader chooses, or the 
words may be spoken in groups with irregular intervals, thus: 

One, two three, four, five, six; 

One-two-three, four, five, six; 

One, two-three-four, five-six. 



GAMES AND DANCES. 63 

The leader should turn sometimes to the right, sometimes to the left, for 
the players near the end of the line on the side toward which he turns are at a 
slight disadvantage. An umpire may be appointed to decide doubtful cases 
and to enforce fair play on the part of the leader. When this game is played 
in a classroom the players may line up against the back wall as a base line, 
one in each aisle, and the home line may be fixed a few feet from the opposite 
wall. 

O'LEARY. 

A game with a rubber ball. The game consists in batting a small rub- 
ber ball with the hand a certain number of times, and of performing a defi- 
nitely outlined set of movements while reciting the following: 

1, 2, 3, O'Leary, 
4, 5, 6, O'Leary, 
7, 8, 9, O'Leary, 
1 0, O'Leary, postman. 

In starting the game, the girl throws the ball against the ground, and 
then bats it against the ground twice while counting 1,2, 3. On 3 the ball 
usually is given a stronger bat, so that it rebounds higher, and then, upon 
saying the word O'Leary, the player successively performs the following 
movements : 

Exercise No. 1 . 

1, 2, 3, O'Leary, swing the right leg outward over the ball. 
4, 5, 6, O'Leary, swing the right leg outward over the ball. 
7, 8, 9, O'Leary, swing the right leg outward over the ball. 
10, O'Leary, postman. 

When saying the last line catch the ball, and after a short rest take up 
No. 2, then 3, etc. 

No. 2. Swing left leg outward over ball. 
No. 3. Swing right leg inward over ball. 
No. 4. Swing left leg inward over ball. 



64 GAMES AND DANCES. 

No. 5. Form a circle by grasping hands and make the ball pass 
through from below. 

No. 6. As 5, but have the ball pass through from above. 

No. 7. Grasp the edge of the skirt with the left hand, and upon 
O'Leary make the ball pass upward between the arm and skirt. 

No. 8. As 7, but have the ball pass through from above. 
No. 9. Catch the ball in the hollow formed by holding the left thumb 
and forefinger together. 

No. 1 0. As 9, but right. 

No. 1 I . Perform a complete turn left. 
No. 12. As 1 1 , but turn right. 

After performing the prescribed movement while reciting 1 , 2, 3, 
0*Leary, the ball is caught and held for a moment before beginning to 
count 4, 5, 6. 

Should the player miss at any one exercise she must again start from the 
beginning. If several girls are in competition the next one begins upon the 
failure of the one performing. In this case it is customary, upon the next 
trial, for the player to begin with the exercise she missed at the preceding 
trial. Agile pupils will be able to add more difficult exercises. 



GAMES AND DANCES. 



65 



The Wind; 



Words by Bertha E. Bush. 



Composed by W. B. Olds. 






^Z= 



-?-T4 



S=^i=^ 



J! M=_ji -^ :? mz± L^ — ^ — ^ ^r 



TTiere's some-one push - ing hcird out- doors, I hear him whis - tie by ; And 



(i 



::5:^== 



P=^z-= 



jtr. 



"m -m- 



-^- 



l?i^-^- 


-- .1^ — ^^- 

—^ — ■#— 


m 


zzJ^ 


=5^^V 


s- 


=r^ 


— % — v^ 


» 


Jt_ 




IZ"~ 


yet 


I can- 


not 


see 


• ■■• him How 


— • — 
- ev - 


er 


hard I 


-0- • 
try. 


__- 


• 


^ 


Oo,.. 


* • • ■ 


• • • 




-0- 


—0— 


— 0'^ 


-^ -,— ?- 


— ^— 
— — 

-0- 


y 


— -m — 

.0. .J 


-0- ' 


-0' '0- 


'0- 




~0- . 


# * ^ 


l^^' 







_^_ 




* 


— — 


* -0 


-Ip-T— i; 




-s^- 


Vw^^_^_ 














— 


~0 


• 


1 










-9- »« -»« 


___ — ^ ^S ^ 


— ^ — ^ — ^ — ■-■ 




g^-^— — ^— - /-i'^-^-'-i r5-'-*- -N----^-i-H 




Hear him whis-de round, 'Tis the wind. the jol-ly, jol- ly wind.How we love the sound. 


( 


(^^-^^— •-- 1 "" 


— -- ^0^0 0- 


=_5_g_^_^,^ 


m * ' 


V / ' ' ' 


^ • • ^ m 


^ S * • 5 :^: 


i 

' 7^ -^ J J 


-0- • 


( 


^ -0- m . . 


1^ m- 


' • • 


^--. - 


1 li-J 


1 


■-r ^ -* 



• Copyrigrht. 1905, by XoveJlo &. Co.. Ll. 



66 



GAMES AND DANCES. 



CHILDREN'S QUICKSTEP. I. 
Music: 'The Wind," by W. B. Olds. 

For young children. The class is arranged in a column composed of 
ranks of four, which, during the steps, moves to the left around the hall or 
corridor. 

He holds the kites up in the sky. 

He tosses Katie's curls. 
He fills the aprons held for sails 

By happy little girls. 

Oo . . . . , hear him whistle round. 

'Tis the wind, the jolly, jolly wind; 
How we love the sound. 

Oh, such a glorious comrade he; 

He helps all plays along, 
And when we hear him whistle. 

We'll greet him with a song. 

Oo . . . . , hear him whistle round. 

'Tis the wind, the jolly, jolly wind; 
How we love the sound. 



I. 

Measure: 

1 . Three steps obliquely left forward, and place the right foot forward. 

2. Three steps obliquely right forward, and place the left foot forward. 

3. Step obliquely left forward, swinging the right leg forward, and 
then repeat the movement to the other side. 

4. Four steps backward. 



GAMES AND DANCES. 67 

II. 

5. Four gallops obliquely left forward. 

6. Four gallops obliquely right forward. 

7. Three gallops left forward and place the right foot crossed in front. 

8. Three gallops right backward and place the left foot crossed in front. 

Repeat I and II as often as desired. 

CHILDREN'S QUICKSTEP. II. 

For older children arranged in a column of twos. The inner hands are 
grasped shoulder-high, the knuckles of the outer hands are placed on the hips. 

I. 

Measures 1 to 4 as above in Children's Quickstep I,, except that the 
couples begin with the outer foot — i. e., those standing on the left begin with 
the left foot, those on the right begin with the right foot. The movement then 
is slightly away and toward each other. 

II. 

5. Four gallops obliquely outward. 

6. Four gallops obliquely inward. 

7. With a quarter turn the couples face each other, grasping both 
hands shoulder-high, three gallops sideward toward the front and place the 
inner foot crossed in front. 

8. Three gallops sideward toward the rear and place the outer foot 
crossed in front. 

Repeat I and II as often as desired. 



68 



Words by Bertha E. Bush. 
1)1 P (irucefully. 



GAMES AND DANCES. 

See-saw.* 






<5^-r- 



-^--- 






Composed by W. B. Olds. 



-s*- 



-^- 



Se< 



saw, 



see 



saw, Now we're down so low;- 



mp ^ T 



^-J 

Jg. It—*- 



'S'-T 



::^: 



-,$'-- 



-fc*zjr=fc 






:=J: 



-J— J- 



=5P 



;:^: 



-J- 






-J-J- 







1=:^: 



::^.^5 « — 



All the ups and downs of life 



,-?— 5^-i 



:^-m-m: 



•^ jiL^ 



I I 



-s-- — 



n: 



--=:=:l: 



:^: 



-2::^- 



-Z 



2?-T- 



i 



-5^- 






j; .^.-J. 5? ji 



^_. 



-'5^— 



:t=: 



Greet with jol - li - ty. 

J I I i I 






.(2-1 



:^_i. 



— r-r-r- 
I I I 



<z-^- 



-I — 



» Copyright, ly05, by Novel lo &. Co.. Lt. 



GAMES AND DANCES. 69 

THE ELFS' FROLIC. 

Music : "iee-Saw" by W. B. Olds. 

This roundel is for older children, arranged in a column of twos. 

The inner hands are grasped shoulder-high, the outer knuckles are placed 
on the hips. The movements begin with the outer foot. To simplify the 
description the movements of only the one standing at the left are given; the 
one standing at the right performs to the opposite side. 
Measure : 

1 . Balance-step obliquely left and right forward, the opposite foot 
crossed in front. 

2. Asl. 

3. Face inward, both hands grasped shoulder-high, balance-step side- 
ward toward the former front and rear, crossing the opposite foot in front. 

4. As 3. 

3. Face front, glide obliquely left forward and hop while swinging 
the right leg crossed in front (cross-swing hop) ; then repeat this movement 
right. 

6. As 5. 

7 and 8. Three slow steps backward, and, with a bow, draw the right 
foot to the left. 

9 to 16. Repeat I to 8. 
Repeat as often as desired. 



70 



GAMES AND DANCES. 

Summer Breezes.* 



Words by William Comery. 

Should be played very lively. 



Composed by Arthur Richards. 



:=i: 



-fr 



:=^: 



<& 



;==^: 



^-^-^- 



1 . Hark ! the sum - mer breez - es say, Child- hood is the time for 

2. Come ! and we will mer - ry be, Full, of laugh- ter, full of 



feEg 



P 






'-^- 



1' 



■^- tfi -*- 



i ==|- 



:=!: 



-A- 



-(^- 



r-E=^ 



:^: 



:=i: 



^-^^: 



Jtznt: 



cres. 



ft- 



mf 



1=1: 



tj 



-25*- 



t: 



_t: 









H 1 H-#- 1 



:t=zt: 



(i 



^s 



play ; Come then chil - dren, come a - way ! Join our mer - ry sports to 
glee ; Child - hood days should ev - er be Giv'n to mirth and rev - el 



■^l 



-a- 



cres. 



m 



^t 



:tz: 



—J- 



-^ 



tt:: 



±z: 



-^- 



«/ 






tt 



:t= 






-^- 



=*zz^t: 



P 



tr+t— ^- 



"8=; 






ft* 



-(& 1 






day. Hark ! the sum - mer breez - es say. Child-hood is the time for 
ry. Come ! and we will mer - ry be. Full of laugh - ter, full of 



i 



•S-ft 



--1- 



p 



m- 



:!zizti 



— . 1-^= — I 1- 

^8 r ^t r 



=t: 






->^- 



?EEE^ 



-\ 



Copyright, 1894, by Novello, Ewer & Co. 



GAMES AND DANCES. 



71 



l- 



:=t: 



t- 



-^- 



mmmer 



Br 



eezes. 



cres. 



--t~ 



It: 



.m-^-:m- 



=:1: 



play ; Come then chil - dren, come a 

glee ; Child - hood days should ev - er 



way 



::^: 



-t: 



cres. 



m- 



9. ^ a 



-A — 

-H— 



:t: 



-^: 



-Z 
--^r 



-25*- 



/ 



Join our 
Giv'n to 



-A 1- 






/ 



:=1=^J 



Fine 



=^: 



«= 



(9 



-|-M 



It: 



:t: 






mer - ry sports to - day. 
mirth and rev - el - ry. 



2. Skip - ping thro' the sun - ny 



^ 



Fine. 






:i=i=zt: 



-(St- 



:tz= 



i 



8 






-^-^-^ 



-^- 



3=1 



M 






— I- 



f ' 



:t: 



It: 



i 



lours,. 



Skip - ping *tween the pass - ing show'rs, Where the 



:i.M 









::^="- 



m^ 



r=': 



'¥ 



:t: 









-Ifr— -H — I ^-^ ^ — 1-»=^ ^^— h' 



D. C. for 3d verse. 

mm 



u 



sun - shine gilds the bow'rs. Floods the mead-ows, paints the flowVs. 

D a 






-J- 



-f^- 



i-«=^ 



^?S 



--J ^- 






::^: 
-1^- 



-\ 4- 






-7^' 



It 



72 GAMES AND DANCES. 

PLAYGROUND ROUNDEL. 

A roundel for older children, arranged in a column of twos. Those 
standing at the left begin with the left foot, the others with the right foot. 
The movements of the one at the left are described. 

There is no movement on the "up beat," preceding the first full measure. 

I. 

Measure : 

1 . Three steps forward, then place the right foot crossed behind the 
left leg and slightly bend the knees (the heels raised from the floor) . 

2. As 1 , beginning with the other foot, crossing left. 

3. Step left, then place the right foot crossed behind the left leg, slightly 
bending the knees; then perform the movement to the opposite side. 

4. Two change-steps. 
5 to 8. Repeat 1 to 4. 

IL 

9. With three steps forward, perform a half turn right, then place the 
right foot backward. 

10. As 9, but facing left and placing the left foot backward. 

1 I . Place the left foot forward, backward and a change-step left. 
1 2. Place the right foot forward, backward and a change-step right. 
13 to 16. Repeat 9 to 12. 

in. 

Part III is a repetition of the movements of Part I. 
Repeat I, II and III as often as desired. 



GAMES AND DANCES. 73 

BLEKING (Swedish). 
Victor Record 17,085 (Dance is played six times). 

Steps: Bleking, hop step. 

Hop step: Step on right foot, 1 ; hop on right foot, "and"; step on left 
foot, 2; hop on left foot, *'and." 

Formation: Single circle of couples, facing center, boy on the left of girl. 

Music: Two parts of 8 measures each. Polka rhythm (2 counts to a 
measure) . 

Part I. 
Measures : 

1 . Partners face, grasp hands, shoulder high, arms slightly bent. Hop 
on the left foot and place right foot forward on heel and straighten right arm 
forward (1) (Bleking step) ; with a hop change position of feet and arms 
(2) (counts ] and 2). 

1. Change position of feet and arms three times (quickly) (counts 3 
and 4). 

2. Repeat, beginning left (counts 5 to 8). 

4. Repeat above 4 measures (counts 9 to 16). 

Part II. 

4. Beginning left, 8 hop steps, with a sideward swaying of the trunk,, 
boy moving forward and girl backward (counts 1 to 8). 

4. Repeat above 4 measures, making a whole turn, clockwise, on the 
last 4 counts (counts 9 to 16). i/ -JLNi/v ^^m^^-^^^^ 

HOP MOTHER ANNIKA (Swedish). 

Victor Record 17,331 (Dance is played five times). 

Steps: Polka, skipping. 

Polka left: Hop on right foot "and," step left forward, 1 ; bring the 
right foot to the left heel and put the weight on it, "and," step left forward, 2. 

Formation: Double circle of couples, boy on left of girl, left sides toward 
center, inner hands grasped. 

Music: Introduction of 2 measures. Four parts of 8 measures. Polka 
rhythm (2 counts to a measure). 



74 GAMES AND DANCES. 

Introduction. 
Measures: 

2. Partners face and bow to each other, then face in the line of march 
(counts I to 4). 

Part I. 
8. Beginning with outer foot, 16 marching steps forward, with arm 
swinging forward and backward (counts 1 to 16). 

Part II. 

8. Sixteen skip steps forward, also with arm swinging. Finish facing 
partner (counts 1 to 16). 

Part III. 

1 . Stamp right forward and clap partner's right hand ; stamp right foot 
to left and clap own hands (counts 1 and 2). 

1 . Same left (counts 3 and 4) . 

6. Repeat above 2 measures three times (counts 5 to 16). 

Part IV. 

8. Face in line of march, inner hands grasped. Beginning with outer 
foot, 8 polkas forward, facing toward and away from partner, with arm 
swinging backward and forward (counts 1 to 16). 

The dance may be made progressive by having the boy move forward to 
the next girl on the last polka. 

CLAP DANCE (Swedish). 
V^ictor Record 1 7,084 (Dance is played four times). 

Steps: Polka, heel and toe polka. 

Polka left: Hop on the right foot, "and," step left forward, 1 ; bring 
right foot to left heel and put the weight on it, *'and," step left forward, 2. 

Heel and toe polka left: Place the left foot forward, heel touching, 1 ; 
place the left foot backward, toe touching, 2 ; polka left forward, 3 and 4. 

Formation : Double circle of couples, boy on left of girl ; left sides toward 
center, inner hands grasped. 

Music: Two parts of 8 measures, each repeated. Polka rhythm (2 
counts to a measure). 



GAMES AND DANCES. 75 

Part I. 
Measures : 

8. Beginning with outer foot, 8 polka-hops forward, facing toward 
and away from partner, with arms swinging backward and forward (counts 
1 to 16). 

8. Four heel and toe polkas with same arm movements (counts 1 to 
16). 

Part II. 

1. Partners face, boys bow, while girls courtesy (counts 1 and 2). 

1. Both clap hands in front of chest three times (counts 3 and 4). 

2. Repeat above 2 measures. 

2. Partners clap right hands, 1 ; clap own hands in front of chest, 2; 
partners clap left hands, 3 ; clap own hands in front of chest, 4 (counts 9 
to 12). 

1 . Partners clap right hands and beginning left make a whole turn left 
in four running steps (counts 13 and 14). 

1. Three stamps in place (left, right, left) (counts 15 and 16). 

4. Repeat first four measures of Part II (counts I to 8) . 

1 . Shake right forefinger threateningly at partner (left haoid supporting 
right elbow) (counts 9 and 10). 

I. Repeat left (counts II and 12). 

I . Partners clap right hands and beginning left make a whole turn left 
in four running steps (counts I 3 and 14). 

I. Three stamps in place (left, right, left) (counts 15 and 16). 

The dance may be made progressive by boys moving to next partner 
instead of making turn second time. 

TANTOLI (Swedish). 
Victor Record 17,159 (Chord — Dance is played six times). 

Step: Heel and toe polka, step hop. 

Heel and toe polka left: Place the left foot fonvard, heel touching, 1 
**and," place the left foot backward, toe touching, 2; hop on right foot, "and," 



76 GAMES AND DANCES. 

step left forward, I ; bring the right foot to the left heel and put the weight 
on it, *'and," step left forward, 2, "and.*' , 

Formation: Double circle of couples, boy on the left of girl, left sides 
toward center, inner hands grasped. 

Music: Two parts of 8 measures each. Polka rhythm (2 counts to a 
measure). 

Part I. 

Measures : 

8. Beginning with the outer foot, four heel and toe polkas forward, 
with stamping during the polka (counts 1 to 16). 

Part II. 

Partners face and join hands. 

8. Sixteen step hops with trunk swaying sideward in a circle counter- 
clockwise, turning partner clockwise (counts 1 to 16). 

Step hop left: Step left forward, I ; hop left, raising right foot back of 
left, 2. 

Face in the line of march and stamp on retard of music. 



GAMES AND DANCES 

FOR PLAYERS OF TEN TO FIFTEEN YEARS 



Fifth to Eighth School-Grades. 



RELAY RACE. 

In most playgrounds it is best to run this race **to and fro,*' as a shuttle 
race. Divide the players into teams of eight pupils each. Each team is so 
arranged that four stand at one end of the space to be covered and the other 
four at the other end: 



75 3 1 

\ [[[ 
7 5 3 1 



FIRST TEAM 



SECOND TEAM 



24 6 8 
2 4 6 8 



The first one of each half *'toes the scratch." The commands for starting 
the race are: "Get on your marks;" "Get set;" "Go." Upon the command, 
"Go," No. I, who has a flag (a handkerchief or a stick) in his hand, runs 
across the course and hands the flag to No. 2. No. 2 immediately runs across 
and hands the flag to No. 3 (who in the meantime has toed the scratch line), 
and so on, each member of the team running across the space once. The 
other teams of eight are doing likewise. The team getting its eighth runner 
across the line first wins. 



HUMAN BURDEN RACE. 

This is an amusing variation of the relay race. The halves of the team 
stand about twenty-five to thirty feet apart. Upon the command, "Go," 
No. 1 runs across the course, allows No. 2 to jump on his back, and immedi- 
ately starts back to his original side. Arriving at the scratch line. No. 2 
quickly dismounts. As soon as No. 3 has mounted on the back of No. 2 he 
races across to the other side. Here No. 4 mounts on No. 3, and so on until 
No. 8 has been carried across. 

77 



78 GAMES AND DANCES. 

POISON. (Poison Snake, Wrestling Circle.) 

Divide the players into small circles of about eight pupils each. In the 
center of each circle place an Indian club (a large, hollow ball, or a stick of 
cord-wood about fifteen inches high, or pile up a number of boys' hats or 
caps). This object in the center of the circle is *'poison." The players grasp 
hands and, by pushing and pulling, try to make one of the players touch or 
overthrow the "poison." The player doing so is poisoned and must leave the 
circle. This continues until one is left. This is a very strenuous game, and 
may be played during the coldest weather. 

HOPPING CONTESTS. 

(a) Hop and Pull. 

Divide the players into "ones" and "twos." The twos march twelve 
steps forward and face left about. Now let the first eight of each side step 
forward, and each pair of opponents grasp right hands. Upon the conmiand, 
"Go," they all hop (on one foot) and try to pull their opponents over to their 
side. The side having pulled over the greatest number wins. In case a player 
is forced to place both feet on the floor, the opponent wins. Then take the 
next eight, and so on. 

(b) Hop and Push. 

Proceed as above. The opponents now grasp each other's shoulders, 
and while hopping try to push one another over into their territory. 

(c) Foot in the Ring (Boys). 

Divide the players into squads of about eight. For each squad draw 
on the ground a circle of about two feet in diameter. Boy No. 1 comes 
forward, places one foot in a ring, bending the knee and having the weight 
of his body over this foot. He then folds his arms and awaits the attack of 
pupil No. 2, who, also having his arms folded, hops forward. No. 2 hops 
around No. I (who keeps changing his front to where No. 2 is) until he finds 
a chance to attack No. I and, while hopping, push him out of the circle. If 
he succeeds, he wins, and takes the circle. No. 3 coming forward to attack 
him, and so on. If, however, during the contest No. 2 gets both feet on the 
floor, he loses, and No. 3 then comes forward to attack No. 1 . The player 
in the ring, so long as his foot is in the circle, may cause the attacker to fall 



GAMES AND DANCES. 79 

by evading or dodging him. The arms always must remain folded, and the 
pushing must be done with the shoulders and never with the raised arms. For 
very skillful players, an excitmg contest is had by putting two attackers against 
the one in the ring. 

(d) Free Hopping. (Rooster Fight — Boys.) 

Divide the players as above. This contest calls for the highest display 
of skill and endurance. Two players with folded arms hop about freely » 
each trying to force the other to place both feet on the ground, either by 
pushing or by dodging an attack. If in trying to avoid a fall a player touches 
the ground with his hand or any other part of his body except the foot he is 
hopping on, he is out. Players are not allowed to change feet during a "bout.**^ 
The arms always must remain folded and held close to the chest. 

RING TOSS. 

This is a game of skill. Divide the players into as many squads as there 
are sets of rings. A ring-toss set consists of two 
bases and four rubber rings. The bases are placed 
from ten to fifteen feet apart. Each player gets two 
rings. Points are made by tossing the ring as close 
to the pin as possible. 

A variation of this game is to draw three circles 
around the base, about one, two and three feet from 
the pin. Allow five points for a toss into the outer 
circle, ten points into the next, fifteen into the third, 

and twenty-five if a "ringer" is made. Horseshoes will answer where no rings 
can be had. 

QUOITS. 

The game of quoits is exactly like the game described above. You 
play for twenty-one points. As iron quoits are dangerous in most smaller 
playgrounds, rubber is advised. Buy only the best quality, as the cheap 
quoits will break in a few days. 

HOOP TOSS. (Grace Hoops.) 

This is a game of skill of the ring-toss order. It consists of tossing a 
large ring or hoop by means of a stick to another player, who catches the 




80 GAMES AND DANCES. 

hoop with a stick. A hoop-toss set consists of two sticks and four hoops of 
about twelve inches in diameter. A pair of players stand from twenty to 
forty feet apart, each having a stick. No. 1 , who has the four hoops, inserts 
the stick into one hoop and tosses this over to No. 2, who may run to catch 
it. The hoop must be tossed so that it flies through the air horizontally. The 
other three hoops are thrown similarly. Then No. 2 tosses the hoops. If 
used as a team game, have four players on each team and count the number 
of catches made by each side. 

LONG JUMPING ROPE. 

After the girls have learned to jump into the rope when it is swinging 
toward them, make the performance more difficult by having them jump into 
the rope as it recedes. (The rope is swung away from the jumper.) Perform 
quarter and half turns after each second jump, and run out after a definite 
number of jumps. 

BALL RELAY. 

(a) Overhead. 

Divide the players into three divisions, or as many divisions as there are 
basket-balls or round footballs to play with. Arrange them in three flank 
ranks, one pupil standing behind another, the one standing in front having a 
ball. Upon command, No. 1 passes the ball over his head into the hands of 
No. 2; he passes it to No. 3, and so on until the last one gets the ball. 

^ -\ -] ^h""h"'h'">-H first TEAM 

I. 2. 3. 4. 5. 6. 7 8. Etc. 

H H H ^T"h" ^"'h H SECOND TEAM 

I. 2. 3. 4. 5. 6. 7 8. Etc. 

H H H ^h""h""h""hV.^ third TEAM 

I. 2. 3. 4. 5. 6. 7 8. Etc. 

As soon as he has it he races along the right side, places himself in front 
of his rank, and then the relay again takes place from the first to the last. 
The last one again runs to the head of his rank and starts the relay, and so 



GAMES AND DANCES. 81 

on until every player in the rank has run to the front. The last runner will 
be the pupil who originally headed the rank. 

A^. B. — Dumb-bells, potatoes, handkerchiefs or any other articles may 
be used in place of balls. 

(b) Between the Feet. 

A variation of the above game consists in having the players bend 
forward and stand with their feet apart. The play then consists of passing 
the ball backward between the feet. Every player must touch the ball as 
it is passed backward. 

(c) Over and Back. 

Divide the players into as many divisions (or teams) as there are balls. 
Each team now counts off from right to left. The even numbers take four 
steps forward and face left about. Upon the command, "Go," No. 1 passes 

.3 ;iK5. ;;rsj. 





'Z. ^ALA. ^_L^6. ^J_8. 

the ball over to No. 2, he to No. 3, he to No. 4, and so on. The team first 
getting the ball into the hands of its last member wins. The ball may also be 
relayed to the last member of the team and then back again into the hands 
of the first. 

An interesting variation of the game is found by requesting each team 
member to bounce the ball on the floor once and catch it before throwing it 
over to the next player. 

Bouncing may be replaced by tossing the ball up into the air, or by 
bouncing first, then tossing up before throwing over to the next. 

BAG RELAY. 

Teams for this Relay Race may be made up of any number of pupils. 
The players line up one behind the other. No. I standing on the "startmg line." 
Sixty feet from the starting line there is a second line drawn parallel to the first 
called the "rear line." In front of the starting line a third line is drawn 30 
feet away called the "front line." (See diagram.) The first player standmg 
on the starting line holds a bean bag approximately eight mches in diameter, 
and weighing several pounds. (If no bag is convenient use a piece of wood, a 



82 



GAMES AND DANCES. 



ball, etc.) Upon command the bag is passed backward overhead with both 
hands to player number 2, this one in turn passes the bag overhead to number 





30 














UJ 








u 




.z 




k Tl 


2 




-* 1 2 345578910 




-I 




O 


r 


3D 


^- 




z 






z 
O 

K 








r 








z 




y- 1 2345678910 


y 






\n 









PLAYERS FACE. THE"FRONT LINE" 



3, and so on until the last player is reached. This player turns about and 
runs to the rear line. The player touches this line, quickly returns to the 
starting line and places himself at the head. The bag is then immediately 
relayed overhead again from the first player to the last as described above. 
The successive members of the team thus run to the rear line, touch this, then 
along the right side of their team to the starting line until all have had a chance 
to run. The last player, however, runs to the back line, and from this he runs 
at full speed to the front line, 30 feet from the starting line, and crossing this 
finishes the race. 

CHASE BALL. 

Divide the players into divisions of about twelve each. Each division 
is again divided into two teams. A basket-ball or football is given to one 
team, whose members throw the ball to one another. The other team tries 
to intercept and catch the ball. If they succeed, they try to keep the ball in 
their possession as long as possible. The players run about within the territory 
allowed them. The ball must never be taken out of a player's hands, and 
no tackling or rough play is allowed. This is a splendid cold-weather game. 

MEDICINE BALL. 

A medicine ball is a stuffed ball, weighing from three to perhaps ten 
pounds, about the size of a basket-ball or a little larger. As a rule, the 
weight determines the size of the ball. It requires much more strength to 
throw the ball and, often, more skill to catch it. Arrange the players in a 
circle. Let one player after another come forward, grasp the ball with both 



GAMES AND DANCES. 83 

hands, bend forward and toss the ball as high as possible. The next player 
steps into the circle when the ball is tossed and tries to catch it. If the players 
are numbered as "ones" and "twos," this simple game can be turned into a 
team game by keeping score of the number of catches of each side. 

If the players are arranged in a front circle — i. e., all facing the center — 
the ball may be passed rapidly from one player to the next. Pass ball with a 
medicine ball is quite a different game than when played with a basket-ball. 

If the players are standing in a flank circle — i. e., one behind the other — 
the ball may be thrown backward overhead from one player to the next, or 
it may be rolled backward by each player stooping and rolling it backward 
through his legs. 

If the players are arranged in two teams facing each other and standing 
from 1 to 15 feet apart the ball may be thrown swiftly from one side to 
the other. For this throw the ball is held in the forearm and hand. With 
this hold strong players can throw a ball hard to catch. The gcime may be 
turned into a team competition by counting the number of catches made in a 
specified number of throws. 

THREE DEEP. (Tag the Third.) 

Arrange the players in a large circle, standing two deep (one behind 
the other). Now select one pair as a runner and a catcher. The runner runs 
around the outside of the circle and places himself in front of a pair, thereby 
forming a rank of three, "three deep." This must never be. The last one 
of these three, therefore, runs and places himself in front of some other pair, 
again forming three, etc. In the meantime the catcher is chasing the runner, 
trying to tag him before he places himself in front of a pair. As soon as the 
runner is tagged he becomes chaser, and the former catcher is the runner. The 
game then continues. In order to have a splendid game, note the following: 
Do not allow any running through the circle; insist that the players always 
run around the outside. Do not allow the playing of "partners," and encour- 
age short runs outside, so as to get quick changes. If some players persist in 
running around the circle once or oftener, put them in the center of the circle 
to watch and learn how the game ought to be played. Do not allow the boys 
to indulge in hard slapping. 



84 GAMES AND DANCES. 

To make the game more difficult have the pairs in the circle face 
each other ^. The runner now must run between a pair cuid place himself 

in front of one of the players t. This player now is "the third" and runs 

± 
from the chaser. 

To make the game easier, also when teaching it to young children, form 

a circle only "one deep." When the runner now places himself in front of 

some one they stand "two deep." The second one now runs as described 

above. 

JUMPING CIRCLE. (Hoppmg Circle, Shotbag.) 

Form the players in a circle. The pupils face inward and are about 
two steps apart. Get a rope, about twelve feet long, with a beanbag tied to 
the end of it. One of the players stands in the center and swings the rope 
around in a circle, keeping the bag close to the ground. As the rope 
approaches each player, he jumps upward and over the swinging bag. Who- 
ever is struck by the bag or rope steps out of the circle. Insist that the bag 
be swung close to the ground, and, with timid players, that it is not swung 
too rapidly. 

PROMOTION BALL. 

Draw a circle of from 20 to 30 feet in diameter. On the periphery of 
this, place as many small circles, 2 feet in diameter, as there are players. 

Number the small circles consecutively 

(T?) ® rr\ from 1 to whatever the last one may be. 

/j2\/ >^ ^^ In the diagram the small circles are num- 

y ^ bered from 1 to 1 6. 

(J3) (3) The game is begun by player num- 

/ \ ber 1 tossing a basket-ball to any player. 

Q2) g) If this player catches it he in turn tosses 

\ I the ball to another player. When catch- 

Qi)v (5) ing the ball a player must have at least 

^-^ -^ one foot in his circle. When a player 

^^ ^^..^ '^ ^ misses the ball he must go after it. TTiis 

(§) ^ opens the way for players standing lower 

down the line to advance — /. e., to be pro- 



GAMES AND DANCES. 



85 



moted. The player who missed the ball, therefore, when he comes back to 
the circle usually finds only the small circle with the highest number left for 
him. After taking his place he again starts the game by tossing the ball to 
any one. A ball, to be a *'fair throw," must be thrown so that it is pos- 
sible for the person for whom it is intended to have a chance to catch it. 
If it is a "foul" throw, the person throwing it must get the ball, thereby for- 
feiting his place. 

STAND BALL. 

Stand Ball may be called a development of Toss up. Flower Ball (see 

page 39). To the ball-catchmg of this game is added the throwing of the 
ball at an opponent. 

Stand Ball is a game employing from 8 to 30 players. It is a simple 
game, giving much running to the players. To some degree it also develops 
skill, accuracy and quickness. 

TTie players are arranged in a circle and are numbered from 1 upward, 
so that each player has a number. The leader steps to the starting mark in 
the centre of the circle (see diagram) and tosses 
a basket-ball upward. As it descends he calls 
a number. The player having this number runs 
into the circle and catches the ball. The rest 
of the players run away as fast as they can. As 
soon as the one called has the ball he cries 
"stand," remaining where he got the ball. 
Hereupon all players must stand where they 
are. The player with the ball now throws at 
any player, usually at the one standing nearest 
him. This person may bend or stoop to avoid 
being hit, but he is not allowed to move his feet. 

If he is hit he immediately runs to get the ball, crying "stand" as soon as he 
has it. (A player thrown at is not allowed to catch the ball when it is thrown 
at him.) The other players in the meantime have run away as fast as they 
can. The player now having the ball throws this at some one. In this manner 
the play proceeds until a player thrown at is missed. As soon as this happens 
any player may get the ball, run quickly to the starting mark and toss up the 
ball, calling out a number. The quicker this is done the better, as it helps 



14. — .2 



13 



/ 



V 



12/ 

Il\ 



10 



\ 



STARTING 

O 

MARK 



7 



h 



/6 



^ 8- 



86 



GAMES AND DANCES. 



to enliven the game. Calling the number of a player who is far from the start- 
ing mark adds to the merriment. 

The game also may be played as a team game. In this form the ball is 
thrown from team-mate to team-mate until some one near an opponent gets the 
ball. The players during this passing of the ball may run at will until a player, 
after he has caught the ball, cries "stand." A miss-throw counts a point for 
the opposing team. Hitting a player counts a point for the throwing team. 
After a point has been made the ball goes to the side that scored the point. 

VOLLEY BALL. (Form I.) 

Volley Ball is a game for older pupils and adults. It is, however, pos- 
sible to get younger pupils to learn some of the rules of the game and to acquire 
some of the necessary skill. The form of game described below, for instance, 
appeals strongly to young boys and girls. In this game the ball is thrown 
over the rope (or net) instead of being batted over. Again, instead of the 
ball being batted back, the receiving player catches the ball. This makes a 

much simpler game, which is played, ac- 
cording to the following rules: 

1 . The game is played by two 
teams of nine (or more) players each. 

2. The court is 40 x 20 feet, di- 
vided into two equal parts by a rope (or 
net) stretched 3 to 7 feet above the 
ground, (a) 3 feet for small players; (b) 
7 feet for tall players. 

This division of the court makes each team's play-space 20 feet square. 

3. The playing time shall be two halves of five minutes each. 

4. Only one official is necessary. This is a referee. He calls all 
fouls, decides all questions about the ball, out of bounds, striking rope, etc. 

3. An ordinary basket-ball or a medicine ball may be used for this 
game. 

6. The object of Team A is to throw the ball in such a manner over 
the rope or net that it will strike the ground within Team B's territory before 
any member of this team can catch it. If the ball is caught Team B make a 
return throw, and so on until the referee calls time. (In this lower form the 



< 40 FEET ► 










TEAM-A 


TEAM-B 


1- 

UJ 
LlJ 

u. 
O 



DIAGRAM OF COURT. 



GAMES AND DANCES. 87 

ball is caught and returned instead of being batted.) If the ball is not caught 
the throwing team scores a point. 

7. Scoring, (a) A ball must be thrown fairly over the rope or net. 

(b) If either team fails to catch a ball that is fairly thrown, and the 
ball strikes the ground within their territory it counts a point for the opposing 
side. 

(c) If the ball goes out of bounds, and any member of the opposing 
team catches it, the ball shall be put into play again. If he fails in an attempt 
to catch the ball going over the lines without having previously called '*out of 
bounds," the opposing team scores one point. 

BASEBALL AS PLAYGROUND BALL 

Baseball is one of our great national games. It is so well known 
(especially to boys) that it needs no description. It cannot, however, be 
played on all playgrounds on account of the great space needed. Modifi- 
cations of it, however, may be played on all playgrounds, be they ever so 
small or irregular in size. These modifications are here grouped under the 
head of playground ball. 

The object of baseball is for the player at the home plate to strike a 
ball that has been pitched or thrown, and then to run to a base before the 
batted ball reaches there, or before he has been touched by the ball in the 
hands of an opposing player. In the old game of **townball," which was 
the forerunner of modern baseball, a batter could also be put out by being 
*'thrown out" — that is, the ball was thrown between the runner and the base. 
He was also out if he was hit by a thrown ball before he reached his base 
(the thrown ball being soft). These various modes of putting a batter out 
may be used to good advantage in adapting the modem game of baseball 
to local conditions. 

Playground Ball — Variations Based Upon the Number of 

Players. 

In its simplest form, baseball may be played by three players, a pitcher, 
a batter and a catcher (who stands behind the batter). The first base is 
placed some distance beyond the pitcher. The batter must reach this base 
and return to the home plate every time he hits the ball. If not, or if the 



88 GAMES AND DANCES. 

ball he struck is caught on a fly, or if he is **thrown out/' etc., he is out. The 
catcher then takes his place, the pitcher is made catcher and the former batter 
is made pitcher. 

If there are four players, two of them are on the **ins'* — i. e., at bat — 
and two of them are on the "outs'* — i. e., out in the field. It now is not 
necessary for the batter to reach first base and return home in one stretch. If 
he reaches first base, he may wait until the second batter on the "ins" strikes 
the ball before attempting to reach the home base. 

If there are five players, one of them is made first baseman. If there 
are six players, the additional player is made first fielder, etc. In this manner 
the game develops. Every time one of the batters is put out all the players 
on the "outs" advance to the next higher place, while the player that was 
put out takes the place of the last fielder. 

Variations Based on Insufficient Space. 

In playgrounds one often has enough players to play a regular game, 
but adequate space is lacking. This condition is met in several ways. First, 
there is the regular game played with a large, soft ball (a so-called indoor 
baseball, from fourteen to seventeen inches in circumference), and with a 
short, light bat. The bases, instead of being ninety feet, are now only thirty 
feet apart. 

If the space is too small to allow this modification, the next step is to 
use a large, hollow ball (a basket-ball), and to bat this with the closed hand, 
with two hands or with the forearm. The bases may now be placed twenty 
feet apart. In this form, baseball may be played all winter. 

The shape of the ground at one's disposal may make it advisable to lay 
out the field in a long diamond instead of a square, or to use only one base 
(long base) — a long distance from the home plate. 

What teachers should understand is that the regular game of baseball 
may be modified to meet the conditions in any playground. It is a game every 
girl and boy should know and play. 

CORNER BALL. 

The field is an oblong, 30 feet by 40 feet, divided into two equal parts. 
(Any space may be used if this size is not available.) Each part contains 



GAMES AND DANCES. 



89 






B 



B B B 



B 



B 



two bases, placed in the far corners. A third may be added if desired. (See 
diagram.) 

Any number may play. They are divided into two teams. Two players 
of each team are basemen and the others are guards. Their positions are 
shown in the diagram. 

The bases are three (3) feet square. 

The object of the game is to throw the ball from a guard to a baseman 
of the same team. 

The game is played in halves of five (5) or more minutes each. Play 
is continuous during this time, the 
only stop being that made to call a 
foul. 

A point is made whenever a 
baseman catches a ball (a basket- 
ball) from one of the guards of his 
own team. It must be a fair throw — 
that is, the ball must not touch the 
ground, wall, or ceiling before being 
caught by the baseman. 

Rules — Guards are not allowed 
to cross the center line, nor to step 
into the bases, nor out of the field of 
play. 

Basemen must always have both 
feet in their bases, but they are al- 
lowed to jump up to catch the ball. 

The game is in charge of a referee, who calls all fouls. At the beginning 
of each half he tosses the ball up in the center of the field, between two 
opposing guards. In case of a foul he gives the ball to a guard of the other 
team. 

There shall be a scorer, who is also timekeeper. 

If in the course of play the ball rolls or is thrown off the field, it shall 
be brought back by a guard of the team whose Ime is crossed. He shall put 



A 



B 



151 



B 



L- 
O 

t 
I 
I 
I 
I 



.__l 



_» 3on.^ ^1 



90 GAMES AND DANCES. 

the ball in play by standing on the line, at the place where the ball left the 
field, and throw it to one of the guards of his own team. 
Fouls are made as follows: 

1. Carrying the ball (taking more than one step). 

2. Striking or touching the ball when it is in the hands of a player. 

3. Holding, pushing, striking, or tripping an opponent. 

4. Stepping across the center line, or out of the field, with one or both 
feet. 



GAMES AND DANCES. 91 

ENDBALL. 

1 . Equipment — A rectangular space 40 by 50 feet, and a basket-ball. 

2. Teams — Twelve members to a team, eight guards and four basemen. 

3. Object — The object of the 



- - -SOfT ■)> 



game is to pass or throw the ball ^- 

from a guard to a baseman of the [ « 

same team, the opposing guards try- ? e ^ b b • 

ing to prevent this and pass the ball 1 b b b ' 

to their basemen. J, , g 

4. Length of Came — (a) 
Two halves of 1 5 minutes or less. 

(b) In case of a tie score, one * 
or more extra periods of 5 minutes 
or less must be played through, until S-J 
the tie is broken, at the end of one 
of these periods. 

(c) At the end of the first half, and at the beginning of each extra 
period, teams change sides on the field. 

(d) Time shall be taken out only by the referee for loss of ball, for 
change of player, accident, etc. 

5. Officials — (a) The referee has entire charge of the game. He de- 
cides what points are scored and who shall possess the ball in case of disagree- 
ment, calls fouls, and awards penalties. 

(b) The timekeeper shall keep time and score. 

6. Putting the Ball in Pla]) — At the beginning of each half and of 
extra periods the referee tosses up the ball in the center between two opposing 
guards. As the ball is about to descend he blows the whistle. The ball 
must not be touched before the whistle is blown. 

7. Playing the Ball — (a) When a guard and a baseman get posses- 
sion of the ball at the same time, the referee shall give the ball to the guard. 

(b) When two opposing guards get possession of the ball at the same 
time, the referee shall toss the ball up in the center. 

(c) If the ball strikes some obstructions at the sides of the playing space. 



92 GAMES AND DANCES. 

the ball is given at that place to the guard who would otherwise have ob- 
tained it. 

(d) Baseman must always have both feet in the base (he may jump up 
and catch the ball). 

8. Scoring — A point is scored when the ball is passed from a guard 
to a baseman of the same team. 

Note — If the ball is touched or batted by an opposing guard, it does 
not prevent a score, unless that guard has unmistakably had possession of 
the ball. 

9. Fouls are (a) To carr)'^ the ball more than one step or roll or 
bounce it and recover it at an advanced point. 

(b) For a baseman to touch the ground outside his base with any part 
of his body. 

(c) For any player to cross the center line. 

(d) For a guard to step in a base. 

(e) Purposely to push, strike or trip an opponent. 

(f) Purposely to touch the ball while it is in the hands of an opponent. 

(g) Jumping at center, to catch the ball or touch the ball a second time 
until it has been played by another player. 

(h) To touch the ball while it is going up at center toss. 

10. Penalt]) for Fouls — In case of a foul the ball is given to a guard 
on the opposing team. 

1 1 . Substitutes — Substitutions may be made at any time, but no player 
removed from the game may return to play during the half in which the 
removal occurs. 

12. Miscellaneous — (a) Representatives shall not coach teams during 
play. 

(b) A player may be removed from the game, after warning, for dis- 
courteous remarks to the referee. 



GAMES AND DANCES. 93 

WILD MAN'S FIELD. 

A certain part of the yard is marked as the wild man's field. This field 
should be an oblong of about 6 by 18 feet. The object of the game is to 
run across this field without being tagged (or caught) by the wild man who 
roams about in it. Who is caught takes the place of the wild man. With 
skillful players it is advisable to have two or more wild men in the field. 

When played as a team game half of the players are in the field, and 
the other half on the outside. When three men have been tagged and made 
prisoners the sides change. 

BRONCHO TAG. 

This game is a variation of Three Deep. 

The players have the same formation as in Three Deep and the game 
is played according to the same rules except the following: 

As the person who is being chased tries to step in front of a line, No. 2 
in line grasps No. 1 and turns this person, at the same time keeping in back 
of him, thus making it more difficult for the person being chased to step in 
front and form three in a line. The person being chased does not need to 
have his back toward the couple, but can stand facing them. As soon as 
there are three in a line the third one must run. 

THREE BROAD. 

Formation : A body of front ranks of threes (or twos) in a circle forma- 
tion with the left (or the right) side toward the center. 

There are one runner and one catcher. The runner attempts to form at 
the side of one of the ranks (grasping the hand of the rank member) before 
the catcher is able to tag him. If he is successful the player on the opposite 
end of the rank becomes the runner and may be tagged by the catcher. Run- 
ning always must be around the outside of the circle. If the runner is tagged 
by the catcher before he can form at the side of the rank he is **it" and must 
pursue the one who tagged him. 



94 



GAMES AND DANCES. 



NUMBER RACE. 

The pupils are standing in open order as during their calisthenics or 
setting up drill. Each rank of four is numbered from front to rear, see 

diagram. The places of the first 
-L -*- and last players must be marked 

plainly. The object of the game is 
to have one player in each file or 
j_ J_ team run around his own file as rap- 

idly as possible, and get back to his 
place sooner than the similar player 
j_ j_ from the other files. For example: 

The teacher calls '* Number Three.** 
-^ -*- Upon hearing the command the 

. players standing in rank three face 
left about, run to the rear of their 
_L_ J- own file, around the last player, 

^~'' down the opposite side, around the 

first player and back into their places. In the diagram the path of only one 
player is shown. 

The file or team winning is credited with one point. This is a very 
lively game, creates much interest and can be played in a very short time. 

With older players the teacher can have two members of a team run 
at the same time. 



/ 


J- 


r^^ 


2 


JL 


\ 


3 


J- 


\ 

Al 

/ 
/ 


+ 


J- 


/ 


5 


j- 


1 J_ 

1 


(> 


-L 


1 
I 


7 


J- 


1 

1 -L 


Z 


-L 


\ 

\ 1 



GAMES AND DANCES. 

In the Bam.* 



95 



Moderato. M. M. J = 84. 



Chas. Lindsay. 



l^—sg — Hi—!:— — I 

:^=zr.:5=:r::*- 
P 



/Y 6as60 marcato. 



— =1 1 s^- 






-=; — 1-=^ — =1- 



t^i=r^ 



:^=-J=a=:i^= 



— ^- 



Poco animato. 



-51 i =1- 



iMir-TTir 



itziz-r-^-- 



:^=l=^=^: 



;==* 



:fc^« 



-■»■ ■%■ -»- 



■3^-i 



--^- 



L«:g:sjB: 



i:^: 



mf 



'^^' 






(I 



;t; 



.m. 1 1 1 — 



^! 






4{F^ 



:^! 



<-J 



H 1 1 1 1- 



--■A- 



*— S*i 



rjfz^pi*.. 



^i^w^^^. 



^-^■; 



-=^"? 



:^=:q: 



ZT 



fi 



I^ZZUC 



H 1 1 1- 






??l/ 






IpEie^I^ 



:*ER; 



it:: 



ilm^mmm^- 



-I — ^1- 



l^^^^W 






:t:: 






|?T 



i.-^^-^ 



-I 1- 



n^—J^^tz.-: 



WZ^y 



->-— 



A 

^ — ^-_C: 



* Copyright by the Theo. PresserCo., Philadelphia. Pa. 



96 



GAMES AND DANCES. 
In the Bam. 






P a tempo. 









marcato. 






->i Ui.- 



1^=?: 






AKIO. 










7f-^-^ ----=» 


m-^ * • ' 


^' m 


^-9 w 


^^ m 


^^ * 


* »-^^.^*-_ 


'W 




— -m 1 


Lj2 ^ . 


«» ** 


— m. 1 

-m-- -cy- 




«—— i 

-0-- -9- 


/m\' ^ m 


« 


- • • 


• 9 


• , i 






^ • , 




' » 1 




^ 




1_^ 1 


^^ 1 — L 




:«zl^~m; 



(Iii 



"t:: 



-'5'- 



/^.A 






P 



i7 6owso marcato. 



( 






ifE^S 






:5^^^ 



5-^ff 



zr; 


— ■ 











■^* 


—'m- 




isf-z: 


' 


— ' — 


-^- 









GAMES AND DANCES. 
In the Bam. 



97 



con animato. 



%j 



mf 



-ii- 



rnzzz^. 



.-*=^: 



tJ 






^n_^ 



;=^=3: 



/^ 



mf 






-m—V- 



fj 



ff-" ^ ^^^^ ^ 

— ^ m ^ 



eJ 



— -aa ^—-3 — I- 



. /^ 



-i^— --h- 



/^ 






marcato. 






— ^=5- 






-J^ — 



98 GAMES AND DANCES. 

THE JOLLY CROWD. 

Music: "In the Barn" by Chas. Lindsay. 

The arrangement and the steps of this roundel are very simple. Any 
number of children can take part. The class is to be arranged in open order, 
the pupils being at arm's length apart. Each measure of music has two counts. 

While there are seven parts to both music and roundel, Parts III, V, VI and 
VII are repetitions. 

Note — The touch-step spoken of in the dance consists of quickly raising 
the leg forward (or in any other direction) , then touching the extended foot 
lightly on the floor (like in a foot-placing), and again quickly raising it. 

Part I. (8 Measures, 16 Counts.) 

I to 2. (Knuckles on hips) — Touch-step left forward and backward 
(counts ] and 2), then change-step left (counts 3 and 4). When touching 
the left foot forward, slightly bend the right knee, also, slightly bend the trunk 
forward; when touching the left foot backward turn the head right. 

3 to 4. The same exercise right, but while performing the change-step 
face left about (counts 5 to 8) . 

5 to 8. Repeat measures 1 to 4 (counts 9 to 16). 

Part II. (16 Measures, 32 Counts.) 

I to 2. With a quarter turn left, three steps forward, and touch-step 
right forward (counts 1 to 4). 

3 to 4. With a half turn right, repeat this movement in the opposite 
direction — /. e., to the right, and touch-step left forward (counts 3 to 8). 

5 to 8. Repeat measures I to 4 (counts 9 to 16). 

9 to 16. Repeat measures 1 to 8, but when executing the touch-step, 
bend the stationary leg and slightly bend the trunk forward, and at the same 
time swing the rounded arms sideward (counts 17 to 32). 



GAMES AND DANCES. 99 

Part III. (8 Measures — is like Part I.) 
Part IV. (16 Measures, 32 Counts.) 

1 to 2. Step and leap left sideward (counts I and 2), and touch-step 
right forward and backward (counts 3 and 4). 

3 to 4. Repeat measures 1 to 2 to the opposite side (counts 5 to 8). 

3 to 8. Repeat measures 1 to 4 (counts 9 to 16). 

9 to 16. Raise the arms sideward and repeat measures 1 to 8. When 
performing the touch-step right forward and backward place the knuckles 
of the right hand on the hip and raise the left armi in a half circle overhead 
{vice-versa when to the right), (counts 1 7 to 32). 

Part V. (8 Measures — is like Part I.) 

Part VI. (16 Measures — is like Part II.) 

Part VII. (8 Measures— is like Part I.) 

In performing the steps, follow the '*swing" of the music to which this 
dance has been written. 

ACE OF DIAMONDS (Danish). 

Victor Record 17,083 (Dance is played six times). 

Steps: Polka step, swing hop, running step. 

Swing hop left: Step left forward, I ; swing right leg forward and hop 
left, 2. 

Polka left: Hop on the right foot, **and,*' step left forward, 1 ; bring the 
right foot to the left and put the weight on it, "and," step left forward, 2. 

Formation: Double circle of couples, partners facing, boys on inside of 
circle. 

Music: Three parts of 8 measures each. Polka rhythm (2 counts to 
each measure). 



100 GAMES AND DANCES. 

Part I. 
Measures: 

4. All clap hands, link right arms, and turn partner in eight running 
steps, boys beginning left, girls right (counts 1 to 8). 

4. All clap hands and repeat, linking left arms (counts 1 to 8). 

Part II. 

4. Boys take four swing hops backward toward the center of circle, 
girls follow, taking four swing hops forward, boys beginning left, girls right 
(counts 1 to 8). 

4. Repeat, returning to places, boys forward, girls backward (counts 
1 to 8). 

Part III. 

Face in line of march, to move counter-clockwise, inner hands grasped. 

8. Beginning with outer foot, eight polkas forward, facing toward and 
away from partner, with arm swinging backward and forward (counts 1 
to 16). 

SWEET KATE (English). 

Victor Record 18,004 (No introduction — Dance is played once). 
Steps: Running, swing hop. 

Swing hop left: Step left sideward, I ; swing the right leg forward and 

hop on the left foot, 2. 

Formation: Column of couples. (Boy on left of girl.) 

Music: Two parts of 8 measures, A and B; B repeated, all played 

three times. Polka rhythm (2 counts to a measure). 

Part I. 

Measures: 

A. 2. Right hands grasped. Beginning with outer foot, three small run- 
ning steps forward and close (counts 1 to 4). 

2. Same backward (counts 5 to 8). 

4. Repeat above 4 measures (counts 9 to 16). 

B. 1. Facing partner, swing hop left, striking right feet (counts I and 2). 



GAMES AND DANCES. lOi 

1. Same opposite (counts 3 and 4). 

2. Clap own hands, 5; right hands, 6; own hands, 7; left hands, 8 
(counts 3 to 8). 

2. Raise hands, fists clenched in front of chest and circle forw^ard one 
with the other as though winding wool, 9; hold up forefinger of right hand, 
10. Repeat, holding up forefinger of left hand (counts 9 to 12). 

2. With four small running steps make a whole turn right (counts 13 
to 16). 

8. Repeat above 8 measures (counts 1 to 16). 

Part II. 

A. 2. Beginning right, each takes four running steps forward, passing 
partner, left shoulder to left shoulder. Turn inward toward partner on third 
and fourth counts (counts 1 to 4). 

2. Repeat, passing right shoulder to right shoulder, returning to places 
(counts 5 to 8). 

4. Repeat above 4 measures (counts 9 to 16). 

B. 16. Same as B of Part I (counts I to 32). 

Part III. 

A. 4. Beginning right, with running steps, partners linking right arms, 
make a whole turn and with running steps backward, return to places (counts 
1 to 8). 

4. Repeat, linking left arms (counts 9 to 16). 

B. 16. Same as B of Part I, finishing with a courtesy for the girls and a 
bow for the boys (counts 1 to 32). 

/ COME, LET US BE JOYFUL (German). 
Victor Record 17,761 (Introduction, chord — Dance is played three times). 

Steps: Courtesy, skip step. 

Formation : In circular formation, ranks of three, with sides toward cen- 
ter, every two ranks facing each other. Each rank consists of a boy and two 
girls, the boy in the middle. 

Music: Three parts of 8 measures each, the third being a repetition of 
the first. 



102 GAMES AND DANCES. 

Part I. 

Measures: 

2. Beginning left, march forward three steps, boys bow (heels to- 
gether), girls courtesy (place right foot in rear and bend knees) (counts 1 
to 4). 

2. Beginning right, march three steps backward and close (counts 5 
to 8). 

4. Repeat above 4 measures (counts 9 to 16). 

Part II. 

2. Boy and the girl on his right link arms, and beginning left, in four 
skip steps, turn in place, while girl on left circles left in four skip steps (counts 
1 to 4). 

2. Same, with girl on left, linking left arms, while girl on right circles 
right in four skip steps (counts 5 to 8). 

4. Repeat above four measures (counts 9 to 16). 

Part III. 

2. Begmning left, march forward three steps, girls courtesy, the boys 
grasp right hands and quickly change places (counts I to 4). 

2. Beginning right, march three steps backward and close (counts 5 
to 8). 

4. Repeat above 4 measures with boys bowing instead of changing 
places (counts 9 to 16). 

The dance may be made progressive by substituting the following for 
Part III. 

2. Beginning left, march forward three steps, boys bow, girls courtesy 
(counts j to 4). 

2. Beginning right, march three steps backward and close (counts 5 
to 8). 



GAMES AND DANCES. 103 

4. March four steps forward, release hands, and pass through opposite 
rank, passing right shoulder to right shoulder; three additional marching steps 
forward and close, meeting new rank (counts 9 to 16). 

Words. 

Come, let us be joyful. 

While life is bright and gay 

Gather its roses, 

Ere they fade away. — Fine. 

We're always making our lives so blue. 

We look for thorns and find them, too. 

And leave the violets quite unseen 

That on our way do grow. — D. C. '<S^' 

THREE DANCE (Danish). 

Victor Record 18,000 (Introduction, chord — Dance played four times with 
a finale of the first 8 measures played twice). 

Steps: Step hop, balance step. 

Formation : Square set of four couples. Head couples, one facing music 
and opposite couple; side couples, the other two. Boy on left of girl. 

Music : Three parts. First two parts, 8 measures, repeated ; third part, 
16 measures. All repeated. Polka rhythm (2 counts to a measure). 

Part I. 

Measures: 

8. All join hands, in circle, clockwise, execute eight step hops, begin- 
ning left (counts 1 to 16). 

8. Repeat same, moving in the opposite direction (counts 1 to 16). 



104 GAMES AND DANCES. 

Part II. 

4. Beginning left, with eight small running steps, head couples advance, 
passing each other, couple No. 2 separating, couple No. I passing between 
them (counts I to 8). 

4. Without turning, both couples run back to places with eight small 
running steps, this time couple No. 1 separatmg and couple No. 2 passing 
between them (counts 9 to 16). 

8. Side couples repeat same (counts 1 to 16). 

Part III. 

2. Beginnmg left, head couples advance in two step hops, clapping on 
first three counts (counts 1 to 4). 

3. Opposite boy and girl link right arms and turn in three step hops 
(counts 5 to 10). 

3. Partners link left arms, turn in three step hops, finishing in original 
position (counts 11 to 16). 

8. Side couples repeat same (counts 1 to 16). 

Step hop left: Step left forward, 1 ; raise the right foot back of left and 
hop on left foot, 2. 

In repeating the dance, substitute the following figure for Part I : 

4. Partners join inside hands and, beginning with outer foot, execute 
four balance steps sideward (with foot placing forward) (counts 1 to 8). 

4. Partners jom both hands, with four step hops, turning to the right 
twice, move around the circle counter-clockwise, to original position of oppo- 
site couple (counts 9 to 16). 

8. Repeat measures 1 to 8, completing circle (counts 1 to 16). 

Balance step with foot placing forward: Step to the left, 1 ; place the 
right foot front of the left and rise on toes, **and,*' lower heels, 2, **and.'* 
Repeat opposite 1 and, 2 and. 



GAMES AND DANCES 

FOR PLAYERS OF TWELVE TO SIXTEEN YEARS 



Sixth to Tenth School-Grades. 



RABBITS. 

The playfield is an oblong about thirty by ninety feet, divided into 
fourteen equally large parts. (See diagram.) The two playing teams each 
have nine men, one of whom is captain, the one team being guards (hunters) » 
and the other runners (rabbits). The object of the 
game is for the rabbits to pass all the hunters, and, 
after having reached the other end, to return again 
to the starting place without being tagged. At the 
start the guards are stationed on their respective 
lines near the center of the field. During the game 
they must stay on their own cross lines, but are 
allowed to run from side to side ; the captain. No. 9, 
can, however, run on any line (either lengthwise 
or across). After placing all his men, the captain 
calls "ready" or "rabbits." The game is then 
started by one or more of the rabbits quickly cross- 
ing over into one of the upper fields without being 
tagged by a guard. Then, as the opportunity offers 
itself, they cross over and move forward, evading 
the hunters (guards), who try to tag them. The 

others follow. Should a rabbit be tagged he is "dead," and takes a place 
away from the field of play. Five dead rabbits bring about a change of 
sides, those being rabbits becoming hunters, and vice versa. Should a rabbit 
succeed in getting across the eighth line he starts back, and now the hunters 
must watch the rabbits coming from both ends. If a rabbit succeeds in getting 
to the rear and back again to the starting point, he cries "Rabbit," which 

105 



9 


1 


2 






3 


4 






5 


6 






7 



8 



106 GAMES AND DANCES. 

signifies a game won for his side, upon which all the runners again start a new 
game without changing sides. 

When playing with a greater number of players add a few cross Hnes, 
and use less lines for fewer players. See that the "fields*' are large enough 
that the hunters cannot tag a rabbit when one has safely entered the field. 
When played by children it is advisable to place two hunters at each cross 
line and to have no captain. 

HAND WRESTLING. 

Two players stand opposite to one another, the right foot placed forward, 
the left back, the outer part of the right feet touching. The right hands are 
grasped. The object of the game is by pressing sideward to make one's 
opponent move one of his feet. 

WRIST WRESTLING. 

This game is played as above, except that the inner part of the right feet 
touch, and that the opponents cross right arms at the wrists. The right hands 
are closed. 

Both games may also be played by counting only the moving of the 
right foot as a failure. 

STICK - I - SPY. (Kick-Can.) 

Conditions at times are such that the well-known game of *'I Spy" (Hide 
and Seek) may be played in playgrounds. 

An interestmg variation of this game suitable for older children consists 
in making the seeker run after a stick before having the right to spy any player. 
A certain spot is chosen as "home base," where all players assemble. A 
player takes the stick and throws it as far as he can. The player who is "it" 
runs after the stick and returns "home" as soon as he can, striking the base 
three times. In the meantime the rest of the players have hidden themselves. 
The seeker now looks for the others. If he spies one and returns home, 
getting the stick and striking the ground with it before the other player, this 
one is caught. The game contmues until three players are caught. If, 
however, one of the hiders succeeds in getting home first he grasps the stick 
and throws it as far as he can. The player who is "it" must once more get 
the stick and strike the home base three times before he can again spy any 
one. If three players are out, the one caught first is "it" for a new game. 



GAMES AND DANCES. 107 

OVERTAKE. (Chase-Relay.) 

The game of overtake belongs to the relay class, the object of the game 
being to relay a large hollow ball (a cap, a hat, a dumb-bell, a handkerchief 
filled with grass, etc.) from one pomt to another faster than the object moved 
by the rival team. The game may be played in various ways. 

1 . In its simplest form the players form a front circle, facing inward. 
Two balls are used, one being given to a player standing at one side, and the 
other to a player who stands at the opposite side of 

the circle. (See diagram.) Upon command, the ball ^ 

is thrown to the player standing at the left. He throws . 

it to his neighbor at the left, etc. Every player must 

catch the ball, no player to be passed. Who missca [_ _i 

the ball must pick it up and throw it to his neighbor. 

The object of the game is to have one ball *'overtake" ^ V 2 

the next. As a variation more balls may be used; ^ > '^ 

also, balls of different weight and size. 

2. If played as a team game the players are numbered, the players 
with the odd numbers forming one team, the balance the other team. The 
game is started as described above, each team having one ball (which is 
thrown only to its own members). The side overtaking the other wins the 
game. 

This game may also be played by giving the balls to two players standing 
next to each other. The balls should now be thrown twice (or three times) 
around the circle to see which team wins. This can readily be seen by having 
the first player raise his arms with the ball after this has completed its second 
(third) round. Placing the players far apart increases the difficulty of the 
game. 

PASS BALL. 

The players stand shoulder to shoulder in a front circle. The object 
of the game is to pass a large, hollow ball (a club, dumb-bell, stick, handker- 
chief, etc.) rapidly from one player to the next; no player may be skipped. 
One player is chosen, who is outside the circle, whose aim it is to tag the ball 
that is being passed along the inside. The player having the ball in hand 



108 GAMES AND DANCES. 

when it is tagged takes the place of the tagger. Should the ball be dropped 
and then be tagged by the tagger the player in the circle who touched the 
ball last is "it.** 

PASS - BALL VARIATION. 

The following is a variation of pass ball, suited to few players. The 

players, instead of standing closely together, stand in a 

,''-""^ flank circle with a distance of from 3 to 6 feet between 

/ yC y ^^ players. (See diagram.) Taking a side stride and 

\ bending forward, the ball is passed either backward or 

~r forward to the next player by being rolled between the 

\ y legs. 

|- *^ The chaser circles around the outside, trying to 

intercept the ball. If the ball is touched by the chaser 
with his hands the player who touched it last is **it.'* 

PASS -BALL RELAY WITH ENCIRCLING. 

The players are divided into teams, the members of each team standing 
next to one another. Upon command a basket-ball (or any other suitable 
object) is passed sideward from the first to the last player in each team. When 
the last player receives the ball he turns and runs along the rear of his team, 

then along the front, and then once 
more along the rear, encircling the 
team. (See diagram.) Arriving at 
LAST FIRST the head he immediately passes the 

ball to the next player. The ball 
then is again passed along until it reaches the one who now is last. He, there- 
fore, encircles the team as described above. This passing and encircling is 
repeated until every member of the team has had his turn, and the team mem- 
bers again stand as at the start. When running around the ends it is permis- 
sible for the runner to hook his arm into that of the player at the end, as this 
enables a quick turning of the ends. 

This game also may be played by having the players stand one behind 
the other and passing the ball overhead (or underneath), from the first to the 
last player. This last player then runs along the right side of his team, down 



-€ 




GAMES AND DANCES. 109 

on the left side and up again on the right. The point to be observed in all 
styles of playing this game is that the runner must take his correct position at 
the head of the team before bemg allowed to pass the ball to the next player. 

WALL BALL. 

This game is of the same character as, but more difficult than, "Day Ball," 
described in the games of the Third Grade or "Toss-up," described in games 
of the Fourth Grade. Draw a line parallel with a high wall at a distance of 
about twelve feet. One player stands between the line and the wall ; the 
rest of the players, who have received numbers, stand behind the line. The 
leader throws a tennis-ball (or a basket-ball, baseball, etc.) agamst the 
wall, at the same time calling up some number to catch the ball. If the ball 
is caught, the catcher continues the game, otherwise the first player again 
throws the ball. 

If this game is to be used as a team game the players with the odd 
numbers call on the even-numbered ones to catch, and vice-versa. The side 
having the greatest number of catches at the end of the five (or less) minutes 
wins the game. 

BASKET-BALL FAR THROW. 

The ball must weigh not less than eighteen nor more than twenty-one 
ounces. It shall be thrown from over the head from a stand behind a line, 
known as the scratch line. The feet may not be moved during the throw, nor 
until the ball falls to the ground. Raising the heels shall not be considered 
moving the feet. To be a fair throw, the ball must fall inside a lane, ten 
feet wide, running in the direction of the throw. Lines at right angles to the 
direction of the throw shall be drawn across the lane one foot apart. The 
distance of these lines from the scratch shall be distinctly marked to assist the 
judges in scoring. Credit will be given for whole feet only (no inches). 

HURL -BALL FAR THROW. 

Each contestant shall be allowed three throws. The hurl ball shall be a 
sphere, the circumference of which shall be not less than twenty-four (24) 
and not more than twenty-five (25) inches, with a handle so attached as to 
keep the backs of the fingers not more than one inch from the surface of the 
ball. Its weight shall be at least two pounds and not more than two and 



no GAMES AND DANCES. 

one-quarter pounds. The ball shall be thrown with one hand, from behind 
a scratch line, and with unlimited run. Crossing the line makes the throw 
without result. It shall, however, count as a try. The ball must fall between 
two lines, twenty-five (23) feet apart and parallel, drawn at right angles to 
the scratch line in the direction of the throw. Credit will be given for whole 
feet only (no inches). 

GOAL THROW. 

This is a team game of low organization that may be played in small 
yards. Two (or more) teams stand side by side and 1 5 feet from the baskets. 
The baskets are suspended from a wall, 1 feet above ground. The first 
player of each team has a basket-ball. The object of the game is to throw 
as many baskets as possible. 

Rules : 1 . The game is started simultaneously. The first player of 
each team steps to the throwing line and then tries to throw the ball into the 
basket. 

2. Each player has three successive throws. If by that time he has not 
thrown the ball into the basket the ball is given to the next player in line. It 
is possible for one player to throw three goals. 

3. Each basket (goal) made counts one point. 

4. The team having the most points after finishing wins the game. 

TOWER BALL. (Hold the Fort.) 

The players are formed into a rather large circle. In the center of the 
circle a tower is placed, made by tieing together upper ends of three wands; 
(a number of clubs, hats, a basket-ball, etc., may also serve as a tower). 
One or two players are selected as guards, bemg stationed within the circle. 
The object of the game for the rest of the players is to destroy the tower by 
kicking a basket-ball against it. The ball must always be kicked close to the 
ground. If the tower is knocked down, the player who kicked the ball takes 
the place of the guard. If the guard upsets the tower, he is replaced by another 
player. 



GAMES AND DANCES. 



IIT 



RELIEVO. 

Divide the players into two teams. In one corner of the yard mark off a 
prison large enough to hold all the players of a team. The players are either 
taggers or runners. At the beginning of the game all taggers are close to the 
prison walls. After counting twenty-five the taggers (except a few prison 
guards) chase the runners. A runner who is tagged is a prisoner, and is put 
into the prison by his captor. No wrestling or trying to get away is allowed. 
If, after one or more prisoners have been made, one of the runners succeeds in 
getting into the prison (without being tagged), all prisoners are free. If the 
taggers capture all the runners the sides change places. A handkerchief tied 
around the arm, or other means, may be employed to mark the two teams. 



HOP SCOTCH. 

Hop Scotch is an interesting individual, hopping game, which can be 
played either in a very simple or in a very intricate form. 

It is suited to a small number (4 to 8) of boys or girls, from 7 to 14 
years of age. The simpler forms are used for young children. 

Every player has a flat piece of flagstone or a wooden disc. 
For the simplest form of the game mark out a space 24 
feet long by 4 feet wide, which is divided by five transverse 
lines into six equal 4-foot squares. Number the squares consecu- 
tively 1 to 6. (See Diagram 1.) This size is recommended so 
that the ordinary cement blocks or squares in the pavement may 
be used. 

The games consist in kicking or pushing the disc with the- 
hopping foot out of each square back to the starting point. 

The first player stands in front of square No. 1 , and tosses 
his disc into square No. 1 . He then hops into square No. 1 , kicks 
the disc back (with the hopping foot) and hops to the starting 
place without stepping on the line. He then tosses the disc into 
square No. 2, hops into square No. 1 , then into 2. He then kicks 
the disc out in the same way through square No. I to the starting 
place, and so on to No. 6. 



I 



DIA- 
GRAM 



112 



GAMES AND DANCES. 



If a player fails to throw his disc wholly within the next square, or if 
in hopping he steps on any line, or if he kicks the disc on or out of the 
side lines he is out and the next player takes his turn. 

When each player has had a turn, the first 

player starts again by throwing the disc into the 

square in which he last failed. The one who 

completes the six squares first wins. 



10 


y^ 


7 


6 


^ 


1 




DIA- 
GRAM 2 




DIAGRAM 3 



Varieties. 

(a) After reaching the last square, a 
player, instead of winning the game, must work 
his way back to Square I . 

(b) After completing form (a) with left 
foot a player must repeat using the right foot. 

(c) By making intricate designs. For in- 
stance, draw two diagonal lines in the second 
and one in fifth square, making each triangle 
equivalent to a square, making a total of 1 
blocks. (See Diagram 2, or, still more intricate, 
see Diagram 3.) In the intricate designs the disc 

must be kicked out through each preceding number, exactly as in the simple 
design. 

ROB AND RUN. (Catch the Robber.) 
Divide the players into two teams, Nos. 1 and 2. The teams stand 
about sixty feet apart. Twenty-five feet from Team No. I place a box 
(or a chair, etc.), and upon this place a basket-ball (a hat, etc.). The 
object of the game is to have one player from each team run for the ball, 
get it, and return to his team before being tagged. Upon signal from the 
leader, the first player of each team runs forward. The ball being nearer 
Team 1 , the player from that team naturally reaches the ball first, but as he 
must turn to get back to his base, interesting situations develop. If the runner 
from Team No. 1 gets back before being tagged, his side scores one point. 
When all players have run, the sides exchange places. Team No. 2 being 
nearer to the ball. The side having the greatest number of runners untagged 
wins the game. 



GAMES AND DANCES. 113 

Another form of playing for younger players: The object is placed 
midway between the players. Upon signal from the leader the first player 
from each team runs forward. Either player may secure the object, and 
should he return to his side before being tagged by the opposing player, a 
point is scored by his side. Should he be tagged, no pomt is scored by his 
side. In either case the object is returned to the center and the next players 
start upon command. 

An interesting variation of the game is had by placing an old hat (or a 
cap) on the box. The player getting the hat must put it on his head before 
running for his base. The pursuer has the right to snatch the hat off the 
runner's head and to put it on his own head while racing for his base. Should 
he get there with the hat on his head, his side scores a point. (The original 
possessor of the hat, naturally, tries to regain it.) 

FOOT AND A HALF. 

A boy, who is chosen by the usual method, is "down." He is known 
as the **horse.'* He chooses another boy, who is the leader. (This position 
as leader is later occupied by the horse when relieved.) A line is marked 
on the ground; the horse takes a stand in front of this line and bends over as 
in leapfrog, his head being in the direction of the jumpmg. All players now, 
from a stand, execute a straddle vault over the horse. Shouting "Foot and 
a half,'* the leader again vaults. The horse then moves forward to the point 
where the leader landed. The leader now decides how the next vault should 
be performed; for instance, "from a stand," "from a run of two steps," "from 
a stand, but jumping off with one foot"; "from a stand, but touching the 
back of the horse only with the right hand," etc. The start in all attempts 
must be made from the scratch line. 

We will say, in further explanation, that the leader decided that the 
second vault should be performed with a standing jump and touching the 
horse only with the left hand. All players execute the vault as prescribed. 
The leader, as last jumper, shouts "Foot and a half," whereupon the horse 
advances to the new mark. The leader now decides how this distance is to 
be covered. If, for instance, he calls for "three running steps and over, 
touching with both hands," and a player goes over with two steps or with 
using only one hand, the leader is "down," and the horse becomes leader. 



114 GAMES AND DANCES. 

This also happens if the leader jumps without shouting "Foot and a half.*' 
The game now starts anew at the scratch line. The leader must see that all 
vaults are straight over the center of the horse and from the scratch line. 

HAT ON BACK. 

This is a game of the "foot-and-a-half" order. A boy is chosen to be 
**down.'* He assumes the position of a horse, but stands crosswise (not 
lengthwise) to the direction of the vaulting. The approach may be as each 
player chooses, the jump-off, however, must be from the scratch line. After 
all players have had a '*try," during the next vault each player deposits his 
hat or cap on the back of the horse. Who drops his hat or knocks off any 
other goes down as the next horse. If all hats are deposited on the back of 
the horse, the leader makes the succeeding vaults more difficult by adding 
some difficult feat — e. g., hopping off with the left foot, touching only with 
the right hand, etc., until some one knocks a hat off. 

A variation of this game, making it more difficult , is to have all players 
who fail stay as horse and bucks. The horse takes the regular position, while 
the bucks go down on hands and knees between the horse and the take-off. 
The game in this form is admirable for developing courage, as well as skill. 

HAT BALL. (Nigger Babies, Baby in the Hat, Pitch Cap.) 

Eight or ten players put their hats (or caps) in a straight or curved row 
on the ground, each one standing near his hat. One of the players has a rubber 
ball or a soft indoor baseball. After making a number of deceptive passes he 
suddenly drops the ball into one of the hats. As soon as he drops the ball, 
all the players, except the one into whose hat the ball fell, run away in all 
directions. The player into whose hat the ball dropped grasps the ball and 
quickly throws it at one of the fleeing players. If he hits the player he also 
runs away. The player who was struck by the ball gets this as quickly as 
possible and, from where he picked up the ball, throws it at another player. 

If the thrower of the ball does not hit a player he gets a '*nigger baby" — that 
is, a pebble (or a piece of coal, etc.) is placed in his hat. One of the players 
in the meantime recovers the ball and again starts the game. After a certain 
number of "nigger babies" have been distributed — usually as many as there 



GAMES AND DANCES. 115 

are players — the second half of the game begins. A Hne is drawn, ten to 
fifteen steps from a wall. The first player who has a pebble m his hat 
steps up to the wall, facing it, and ducks his head. One after another, the 
other players then step up to the line and throw the (soft) ball at the player. 
If he had two or more pebbles in his hat he undergoes the ordeal so many 
times. Then the next victim steps to the wall to be thrown at, and so on, 
until all who have had pebbles in their hats have been targets. 

DODGEBALL. (In a Circle.) 

Dodgeball is one of the organized school games used for competitions 
for which definite rules have been formulated. (For other forms, see the 
games of Grade 7.) 

1 . The game shall consist of two halves, three minutes each. During 
the first half. Team A is placed around the outside of the circle and tries to 
strike with a basket-ball the members of Team B, who are dodging about 
within the circle. In the second half the positions and objects of the teams 
are reversed. 

2. For a match game, the circle shall be thirty-five feet in diameter for 
girls and forty-five feet for boys. 

3. Sixteen (or any other specified number of players) shall constitute 
a team. 

4. As soon as an inner player is touched by the ball on a fly or a bounce, 
on any part of his body or clothing, the referee shall signal and announce to 
the scorer a point for the outer team. The player struck remains in the game, 
and the game continues without interruption. If in a throw the ball strikes 
more than one member of the inner team, only one point shall be scored. The 
team securing the greatest number of points during the game shall be the 
winner. 

5. Players in the outer team must throw from outside the circle. If 
when throwing the ball a player touches the line, or the space within the line, 
with any part of his body, this shall be a foul throw. Should an opposing 
inner player be touched by such throw no point shall be scored. 



116 GAMES AND DANCES. 

6. Should the ball, when thrown, remain in or rebound into the circle, 
a player from the outer team shall run in to get it. In order to make a fair 
throw he must, however, again resume his place outside the circle ; but he may 
(from within the circle) throw the ball to one of his team mates, who may 
make a fair throw from outside the circle. 

7. Fouls: (a) If a member of the outer team carries the ball within 
the circle in order to pass it to another member of his team, it is a foul. The 
time lost in making him return to his position with the ball shall be considered 
sufficient penalty. 

(b) If an inner player blocks the progress of an outer player, handles 
the ball, or in any other way delays the game, the referee shall allow for the 
time wasted. He shall also allow for time lost through accident or other 
legitimate causes. 

8. The whistle is blown only for starting and stopping the halves and 
for fouls. 

DOUBLE DODGEBALL. 

A very strenuous game for the higher grades, and a game in which the 
defending team seldom lasts long, is the regular game of dodgeball, played 
with two balls. Who is hit by a thrown ball leaves the circle. To pick the 
winning team, the game must be timed, the team staying in the circle longest 
winning the game. 

BASE DODGEBALL. (Bull Pen.) 

The present form of dodgeball in a circle seems to have descended from 
the game of "Bull Pen." The game of base dodgeball is played as follows: 
Place as many small circles (about two feet in diameter) around the periphery 
of a large circle having a diameter of from forty-five to fifty feet. The players 
of one team, the drivers, occupy the bases, and a like number of players are 
the bulls, who roam about inside of the pen (the large circle). An indoor 
baseball is used. This ball must always pass through the hands of three 
basemen (drivers) before it may be thrown at a bull. If the bull is hit he is 
out of the game. If, however, the bull catches the ball, he may, from where 
he caught the ball, throw this at a driver, who may not leave his base. If the 



GAMES AND DANCES. 117 

driver is hit he is out of the game. Should he, however, catch the ball, he 
keeps his place and again starts the game by throwing the ball to one of his 
team mates. If one or more drivers are put out of the game the other basemen 
may run and occupy the empty bases. 

After playing five minutes (or any other specified time) , count the number 
of players left on each team, and then change places. At the end of the 
second half again count the players. The side having the greater number is 
the winner. 

SOCCER FOOTBALL. 

School-yard game, simplified Form No. 1 , suitable for young boys and 
girls. 

This game may be played in any large school yard. A soft rubber 
ball or an old tennis-ball will do for a ball. (See diagram for field.) 

Players — Any number of players may play on a team, but care must be 
taken that too many do not try to play the ball at the same time. 

Object of the Came — The object of the game is to kick the ball between 
the goals. At no time must the ball be touched with the hands or arms. 

Coals — The goals shall be in the middle of the end lines, to be marked 
by stakes, posts (or by caps, coats, etc.) 

A goal is scored when the ball has been kicked between the goals. A 
goal counts one point; the team having the greatest number of points wins 
the game. 

Time of Came — The game is played in two halves of from ten to 
twenty minutes each, with an intermission of from five to ten minutes. 

Choice of Coals and Kicf^-Off — The choice of goals is made by the 
toss of a coin, the winner choosing the goal and the loser getting the kick-off. 

Goals are changed between the halves. 



118 



GAMES AND DANCES. 



goalsrace: goal line: 

K 5 YD5. H 



u 

z 

3 
ce:ntre:line. 



o 



KICK-OFF 



Starting the Came — The game is started by a kick-off. The referee 
(who has full control of the game) places the ball on the center line in the 
middle of the yard. The side losing the toss kicks the ball toward their 

opponents' goal. No other player shall 
I be within five yards of the ball when it is 

kicked, nor shall any player cross the 
center of the yard until the ball has been 
kicked off. (Should this happen the kick 
must be taken over.) 

Out of Bounds — The ball is **out of 
bounds" when it has passed outside the 
field of play (the lines on the sides are 
called "touch lines," and the lines on the 
ends are called the *'goaI lines"). To 
put the ball into play again a player on 
the opposite side to that which caused the 
ball to go out of bounds stands on the line 
at the point where the ball went out, then 
throws the ball, with both hands com- 
pletely over his head, into the field of 
play. He cannot again play the ball until 
it has been played by another player. 

Fouls — Fouls are called for pushing, 
tripping, charging, unnecessary roughness 
and purposely touching the ball with the 
hands or arms. 

Penalt]^ for Fouling — In case of a 
foul the ball is given to the opposite side at the point where the ball was at 
the time the foul was made. The ball is placed on the ground and a free 
kick is given. 

Officials — The officials shall be a referee, who has full charge of the 
game, two linesmen (one for each side of the field) and a timekeeper, who 
also acts as scorekeeper. 



< 5 YDS. ) 
GOALSPACE 



goalline: 



GAMES AND DANCES. 



19 



SAFETY TAG. 

This is a rather intricate tag game that can be played in a limited space. 
It is suitable for pupils of the grammar grades and for adults. The players 
should not number more than six- 
teen. The game is played on a <-~ ^srr- 

court as per diagram. The circles 
marked S are safety zones. 

One player is chosen as 
chaser. The other players scatter 
within the lanes of the play court. 
No one is allowed to step outside 
of these lanes. He may, however, 
jump from one lane into another. 
Stepping on a line counts as out of 
bounds. When closely pursued 
any player, except the chaser, may 
enter one of the safety zones, 
where he may not be tagged. No 
two players may occupy one zone 
at the same time. If a zone is oc- 
cupied, and later is entered by a 

second player, the first occupant must leave either by way of the lane leading 
to the zone, or by jumping into another lane. When the chaser tags another 
player this player becomes it. Who steps out of the lanes or who in jumping 
steps on a line is it. No back tagging is allowed. 

In laying out a diagram, if there is room enough it is advisable to have 
the outer circle 40 feet in diameter, and the inner circle 35 feet. This will 
make the rim 2% feet wide. The other lanes also should be of this width. 




20 



Viw. 



GAMES AND DANCES. 

Eros.* 

( SCHERZO VA13E.) George Dudley Martin. 



Sva E.H. 

R.H. n , : ; 



t7 



m 



>/ 



L.H. 



a^—- J- 





K.TI. 


^■l 


^^MHM^^^__l_ 




, 


M m ^ 


- -• zil 


• « * 1 


' ' , !. ! 


-^-* «^^- 

--*- 


L H. 








"^ 



Tempo di VaL^e. ^L ^L ^ 



63. 









-^ 






r. 




0. 

mr^t- 




1 
-^—^- — — — 




R.H. 


-i;-P 


- r-t- rr r~ 


'- r r 




PP 


# 






^— -m 






— *- — '. 


t;» 



L.H. 



ty -$"• 



^- 



--^-; 



■^^ — • — .~m- 



-4-t- 



'ez^»: 



-i2- 



-I — ^ 



cresc. 



IW.Z9L. 



x-^ 




{ 



:^-'. r 



I I 

>. MM. 



:^=t: 



_/5?_i_. 



W^ W* 



^-;^-- 






:t:=z^: 



???/ 



-^-i- 






.*»_<•- 

-)•._*- 



ipzn;^: 



::::=:p: 



^tzzcz: 



* Copyright, 1909. by the Theo. Presser Co., Philadelphia. Pa. 



GAMES AND DANCES. 
Eros. 



121 



fl ^— -^ m- =»-^-i— _•• — •• 


^r 




■ • • ^ 


{"m^'^ 


-m'-^0^' — 


"__ zz*~;z: 






zi^^^:^^- 


^ PP ^''^■'<^' 

^ 1 1 


1 1 


1 1 


/ 1 1 


~ 


^^^•^ 


>. 1 1 


i5 -A A 


^: ^ 




m m 


— ^_i 


E^. ^ 


r 


... . 




CtL * _,. . 











■ 


1 


1 







'-' 






■^ 


n ^^^ 


~^^ ;^ 1 


^^^ 


^ . 


'S'* 


r-^ 


W •-f--i>f^X- 


---s-f- 




Ill 

ftlft_ ft 

ftlft_ ft 

1 1 






(j ! I ^, 1 t 1 


-•- 


P a tempo. 




-m-^- 


— 


•_■;_ 


— ::*_*_ 


• iF 








1— • 


t^^ ^ 


-^ 



H 1- 



t^ 



:»z:»: 



-€>- -0- 



-=t—ti-- 



it:: 



--— P 






:=:t==tz: 



r-^— 



?J 



^1^=— =zit: 






C)-esc. 



— —^t 






*.g^.*. 



:t:=^J 



itntztr: 



:t:=^: 






/. 



::tit=M_= 5= 



5t2 -_ z^^iq: 




^ 




F:p==4z::=q^ 







1 I'M 
ftil 

1 ftiU 

■ ft [J 
ftl 

ftl 

1 ! 1 






— 1 — 1- « — 1 — i — 1 - 


-'^%^*-' 


q 


\!w^ 





— 1 


— I y X 







-s^ 



22 



GAMES AND DANCES. 

Eros. 



:z2: 



tj 



-q-^-^-- 



/ 



-• •- 



:t=:t: 



:t=:^-t=: 



— |— I — I—- 



— 5:i--stJffq 



-Pt 0-- 






-»■ — »■- 



itiizt: 



-f^- ^ — ^ — 

:$r=ir.f:r:fL-»V 

v 1 — i — I — i — 1 — *•- 






=:^: 



'--^ SL L 



I ^— 






-t=^= 



'^—^-^-t- 



H=:i: 



:t=^;-^ 



—tut: 



-^— ^- 






-1 — I — I — I — I — i 
-I — I — I — I — I — h- 

-I I I I I I- 



mf 






^r-tx\ 






^~ 



-\ r 



:«:i_"*:: 



-9- -^— I 1— 



— I — m- — •■ 






:=1: 



1 ^w • 






y-r^^^-r^mn^xi 



ct: 



.-I 1 1 1 V- 



, zm. ».- 



-■^- 



-»■• -^- 



:tz=t: 



-^— ^- 



/ 



:t=t: 



-*-^ 



00^ 



%z1-w:- 



:^=te: 



:t:=t=: 



-i — I — I — 

-1 ' y— 









a: 



:*:: :»: 



=:^-=t: 






>b-** 



.#-. -•- 



:t=t: 



=|^-fe^ 



:t= 



---=X—W- ^— 



Temipo I. 






-^— ^- 



-^^-; 



/ 



^— ^— ^+^— ^— ^- 



-l*-g#-^H — I — I— 



-?5i-r 



ezite: 

:t:=t:: 



— (S'- 



^-%-- 






i±t=u: 



-f- 



lEE 



•■— »- 



^iEasE^ 



=^: 



h*-^ 



-- !- 



.^_^. 



:ft=ft: 



.^ ^M.- 



X- 



:t=t:: 



-iS?- 



t=IM= 



r-^r-h-r-r-r 



cresc. 



GAMES AND DANCES. 

Eros. 



123 







^^ 










-9- ^-^ J ..^ 


^ 


• ^- 




_| ^=*^ 


jr 1 mm 




_^^^A. 


t~ ^ . 


^•*' 


■=s=«= 




'*" **' "l - 


t- ^ jp 


m-^ m < \ 


Li 








1 5* ■ 


r 




-*- 






1 ^h h 






'■ 9 




I 1 


^- ^ 


\ 1 1 


' N* \» 


i 


1 ' ^ 




»v es 


^•— -^^^-* 1 


h -^ 


— • 1 





*^** 



jOp crc.s'C. 

, — a-- — 



^mzrs^mz 

-I — I — I — I — I — 



M- -M- 



'^-- 



It: 



-i— ^- 



»v -i 



77?/ 



—5,- 



^-*-*- • --- 


;> => 






• 1 1 ^ ^ 


^f- 


V 1 *^ 


' 


« ' ' 


* • 1 £» • 1 




i-^ ' 


_A-_^_*_ 


«._• , *-^i 






! N* N.* 


1 — i 1 — 


1 — i_i — 1 — . — 




rv ^ 


«- 

_ -•-«• 


S ^ 


PP cvesc. 


1 


! 


/ ' 1 1 


/•V 


- • • 






<> • 


(^j* J • • 












v:^T * 


-n ^ - 


' 




\- 










1 



«. 



m 



-O-- 



J — # _ 



-?-i- 



♦ 



I I 

^ A- -d- 
— -^ — «- 



pt^ 



-•->^-^-h- 



_^-L.| H 



:a -it 



f2-i- 



-I ^H- 



:t=: 



r- 



/•' rt tempo. 





J 


^1 


" ^^'^**^ 


■^"^ ^ 


-•■•■ 

^ m 


-^ 0- 




fj 


^ 




f-0 


•^ 1 1 

.« IE. 
^4 ^-::* »= 




— 1 — ] — 1 — 1-^ — 

1 ' — ^-m 


^^m^m 


-f_ 


jt 1 — 1 — 


'0 


-*5^.«-H-"l=:^ 


— 0~m- 


1- 1 — 1-* 


1 


— — . ,^h 




-r--^-^-i ^ 


-* 1 




^^.^z^rr t 


iHzt-t. 





|r3=t:=t= 


7:: 


' 


ip-r-^- 









=^ 



ztzit: 



--J: 



-^-: 



ezie: 



cresc. 



^ 



^^ 



^-§f- - 



/. 



-! — ^- 



124 GAMES AND DANCES. 

BUTTERFLY DANCE. 

Music: "Eros" by George Dudley Martin. 

Any number of dancers can take part in this roundel. The class is 

arranged in open order at arm's-length distance. The music is written in 

three-quarter time. There are seven parts to both music and roundel, but 
parts 3, 5, 6 and 7 are repetitions. 

Introduction. (8 Measures.) 
1 to 8. Pose; raise the arms sideward and hold them there. 
During the last measure of the introduction wave the left arm forward. 

Part I. 

Measures 1 , 2, 3, 4, cross-balance step left, right, left and right sideward, 
waving the opposite arm forward — L e., when executing the cross-balance step 
left sideward the right arm is waved forward (and the left is again moved 
sideward). When executing the cross-balance step a slight trunk bending 
to the opposite side takes place — i e., when the cross-balance step left is per- 
formed the trunk is slightly bent to the right. 

5. Step left sideward (the arms are sideward). 

6 and 7. Courtesy (place the right leg crossed behind the left and bend 
both knees) and swing both arms down and onward in a circle to the side- 
position. 

8. Straighten the knees, slightly bend the trunk left, wave the right 
arm fore-upward and lower it sideward. 

9 to 16. Repeat 1 to 8 to the opposite side. 

Part II. (16 Measures.) 

1, 2, 3. Three glide-balance steps left sideward. The arms are held 
sideward in an easy position and sway slightly during the sideward movement. 

4. Place the right foot crossed in front, slightly bend the trunk right 
sideward, place the right knuckles on the hip and raise the left arm in a half 
circle overhead. 

5, 6, 7 and 8. Repeat measures 1 to 4 to the opposite side. 
9 to 16. Repeat measures 1 to 8. 



GAMES AND DANCES. 125 

Part III. (16 Measures. Repeat Part I.) 

Part IV. (32 Measures.) 

1 to 2. Pose, with the arms raised sideward. 

3 to 4. Cross-balance step obhquely left forward and right backward. 
When stepping left, the left arm is swung in a half circle overhead and the 
right knuckles are placed on the hip (vice versa when stepping right). 

5, 6, 7 and 8. Repeat measures 1 to 4. 

9, 10, II, 12. Cross-swing hop forward (left, right, left and right), 
the knuckles placed on hips. (Execution: On count 1 step left forward, on 
count 2 swing the bent right leg crossed in front of the left; on count 3 hop 
once on the left foot; on counts 4, 5 and 6 repeat right.) 

13, 14, 15, 16. Repeat measures 9 to 12, but step backward. (The 
leg-crossing while hopping is, however, executed in front.) 

1 7 to 32. Repeat measures 1 to 16. 

Part V. (16 Measures. Repeat Part I.) 

Part VI. (16 Measures. Repeat Part II.) 

Part VII. (16 Measures. Repeat Part I.) 

Note — If at an exhibition a longer performance is wanted, this may be 
had (after executing the seven parts) by having the pupils face toward the 
center — i. e., one-half of the class faces left and the other half right. The 
side movements should then be performed to the front and the rear of the 
room or hall. After the whole dance has been repeated in this formation, the 
pupils again face to the front and repeat Parts I to VII as written. 



26 



GAMES AND DANCES. 

Santiago. 



(VALSE ESPAGNOLE.) 



A. Corbin. 



1. 



i 

r # 



4±r 



?-?Ertzzt:: 



:!•._' it 



ic=e: 



=1: 






ZLI 



:ti:[ 



-I 1 ■ 






r.-ii— i^- 



^--r=t: 






1 — r 



-^^ 



-t: 



:ti=t= 



*=T 



t:=t=: 



:c: 



:t: 



rr^zit: 



-^-^- 






It: 



:q: 



^:^-t: 



ff— - 
liz: 



-^' 



Mr ■ 






—I •■ — I 

— v 1 w- — 



-f=l: 



-J 



2. 



-<5,— 5- 



Tb«^ , ' . I 1 



^' 



:t:=tz.t: 



:=i: 



i_.g 



-I 1-- 



^^'^- 



_^__, 



-^-^ 






:q: 



-I i-- 



^^- 



.^r-t?*-^ 



H 0-\ 1 



-^ ^^ 



■^z^i?: 



-^-j^-r- 



i^-'ltf 



^:-S ^- 



-i — — 



■-^S^-^i:^ 



i:^: 

'•»" 



-iSi^ 






-.•~==-^h- 



i=1-^= 






:S=q: 



-^ — b^- 



Mill 



"=]= 



""'if' 






;^^^ 



-■:\—^ 



--^=17--- 



r^SSHi 









-^— t-- 






:t: 



-^-^ 



GAMES AND DANCES. 127 

A SPANISH COUPLE DANCE. 

Music: "Santiago" by A. Corbin. 

Formation: A column of front couples, inner hands grasped shoulder- 
high, outer hands at waist. 

Part I. (16 Measures.) 

Beginning with the outer foot, step forward and hop, swinging the 
opposite leg forward; repeat with inner foot 2 measures. 

One-quarter turn inward, facing partner, and two draw-closing steps in 
the line of march; the grasped hands are held head-high, arms slightly bent, 2 
measures. 

Repeat three times, but finish with three stamps (on the first and third 
counts of the fifteenth and the first count of the sixteenth measure) instead 
of two draw-closing steps. 12 measures. 

Part II (16 Measures.) 

Face forward and step forward with the outer foot in the line of march ; 
place the inner foot forward, raising the grasped hands obliquely forward, 
upward; bend the trunk toward partner and look at partner over the inner 
shoulder. This is executed on the first and second count of the first measure; 
pause during the last count and all of the second measure. 2 measures. 

Rapid one-quarter turn inward, facing partner, and step sideward toward 
the last leader with the inner foot, and place the outer foot forward toward 
partner, raising the grasped hands obliquely upward and outward, and looking 
at partner; all executed as in the previous step — i. e., with pause. 2 measures. 

Two draw-closing steps sideward in the line of march, as above. 2 
measures. 

Three stamps as above. 2 measures. 

Grasp the opposite hands, and execute a rapid one-quarter turn toward 
the last leader and repeat the first eight measures in the opposite direction. 
8 measures. 



128 GAMES AND DANCES. 

Part III. 
Repeat Part I. 16 measures. 

Part IV. (16 Measures.) 

Repeat the first four measures of Part II. 4 measures. 

Step sideward toward the first leader (in the line of march) with the 
outer foot, cross the inner foot in rear, bending knees. 2 measures. 

Cross-turn step in the opposite direction (toward the last leader), releas- 
ing grasp of hands and immediately regrasping opposite hands. 2 measures. 

Repeat the first eight measures in the opposite direction. 8 measures. 

Note — Parts I and II may be used for themselves as a simple dance. 

CRESTED HEN (Danish). 

Victor Record 17,159 (Chord — Dance is played seven times). 

Steps: Step hop (Hopsa step). 

Formation: Groups of three. Boy and two girls, boy in center. 
Music: Two parts of 8 measures each. Polka rhythm (2 counts to 
each measure). 

Part I. 
Measures: 

Threes join hands in small circle. 

8. Beginning with left foot, eight step hops in a circle, clockwise, a 
vigorous stamp on first count (counts 1 to 16). 

8. Repeat in the opposite direction, beginning with a jump on both feet 
on the first count (counts 1 to 16). 

Part II. 

The two girls release hands and all face the front in a straight line. 
2. Beginning left the girl on the right dances through the arch formed 
by the raised joined hands of the other two (counts 1 to 4) . 

2. The boy follows through the same arch (counts 5 to 8). 



GAMES AND DANCES 129 

2. The girl on the left dances through the arch formed by the raised 
joined hands of the other two (counts 9 to 12). 

2. The boy follows through the same arch (counts 13 to 16). 

8. Repeat the above 8 measures (counts 1 to 16). 

The step hop is used throughout and when not moving through an arch, 
the dancers do the steps in place. 

Step hop left: Step on left foot, 1 ; raise the right foot back of left and 
hop on left foot, 2. 

THE BLACK NAG (English). 

Victor Record 18,004 (No introduction — Dance is played three times). 

Steps: Glide, running, skipping. 

Formation: Sets of three couples in column formation. 

Music: Two parts of 8 measures each, A and B. B repeated. Polka 
."hythm (2 counts to a measure) . All played three times. 

Part I. 
Measures: 

A. 2. Right hands grasped. Beginning with outer foot, three small run- 
ning steps forward and close (counts 1 to 4). 

2. Same backward (counts 5 to 8) . y^'^ ^^^ ^ 

4. Repeat above 4 measures (counts 9 to 16). "^ ^ 

B. 2. Partners face. First couple join hands, take / \ 
four glides sideward toward the front of room (counts [ i 
I to 4). \ J 

2. Second couple the same (counts 3 to 8). \^ / 

2. TTiird couple the same (counts 9 to 12). 

2. All make a whole turn right in four running 
steps (counts 1 3 to 1 6) . /' 

8. Repeat above 8 measures back to places, the / \ 

third couple leading (counts 1 to 16). / 

Part II. \ 

A. 2. Beginning right, each takes four running 
s^eps forward, passing partner, left shoulder to left 
shoulder, turning toward partner on third and fourth counts (counts 1 to 4). 



) 



130 GAMES AND DANCES. 

2. Repeat, passing right shoulder to right shoulder, returning to places 
(counts 5 to 8). 

4. Repeat above 4 measures (counts 9 to 16). 
B. 2. With four sideward glides, the first boy and the third girl change 
places (back to back) (counts I to 4). 

2. In same way, the first girl and the third boy change places (counts 
5 to 8). 

2. In the same way, the second girl and the second boy change places 
(counts 9 to 12). 

2. All make a whole turn right in four running steps (counts 13 to 16). 

8. Repeat above 8 measures back to places (counts 1 to 16). 

Part III. 

A. 4. Beginning right, with running steps, partners linking right arms. 
Make a whole turn and with running steps backward return to places (counts 
1 to 8). 

4. Repeat, linking left arms. Finish facing front (counts 9 to 16). 

B. 8. No. 1 faces about. The boys each execute a figure 8, with skip- 
ping, as shown m diagram (4 counts to each quarter) (counts 1 to 16). 

8. Girls same (counts 1 to 16). 

CZEBOGAR (Bohemian). 
Victor Record 17,821 (Introduction, chord — Dance is played five times). 

Steps: Glide, swing hop, lame step, stamp closing step. 

Stamp closing step left: Step left sideward, stamping left and bending 
trunk to the left, 1 ; close right foot to the left and straighten trunk, 2. 

Formation : Single circle of couples, facing center, boy on left of girl, all 
hands grasped. 

Music: Two parts of 8 measures each, repeated. Polka rhythm (2 
counts to a measure). 



GAMES AND DANCES. 131 

Part I. 

Measures : 

4. Seven glides left sideward, swing right leg forward, hopping on 
left foot (counts 1 to 8) . 

4. Same to right (counts 9 to 16). 

Part II. 

2. Beginning left, three steps forward and close with stamp (counts 
1 to 4). 

2. Repeat backward (counts 5 to 8). 

4. Partners face, link right arms, raise left to half circle over head, 
and turn partner in place with four lame steps. (Hop right, step left, 1 ; 
step right, 2) (counts 9 to 16). 

Part III. 

4. Partners face, join both hands, arms sideward, and execute four 
stamp closing steps toward center (with leg swinging sideward to the step) 
(counts 1 to 8). 

4. Repeat outward (counts 9 to 16). 

4. Same, with two steps inward and outward (counts 1 to 8). 

4. Link right arms and repeat turn in Part II (counts 9 to 16). 

VIRGINIA REEL. 

Victor Record 18,552 or 17,160 (Chord). 

Steps: Running steps, glide. 

Formation : Four couples, boys in one line, partners opposite, facing each 
other, 6 feet apart. 

Music: Two step. 

Part I. 

Corners: Right corners execute figures first, then left comers. 
With running steps: 

Beginning left, forward diagonally, to center, nod, and return to places 
(counts 16). 



132 GAMES AND DANCES. 

Forward, diagonally to center, turn opposite corner, joining right hands, 
and return to places (counts 1 6) . 

Forward, diagonally to center, turn opposite corner, joining left hands, 
and return to places (counts 1 6) . 

Forward, diagonally to center, turn opposite corner, joining both hands, 
and return to places (counts 1 6) . 

Forward, diagonally to center, encircle opposite comer, back to back, 
right shoulder to right shoulder, and return to places (counts 16). 

Note — In returning to places the movement is backward, looking toward 
opposite corner. 

Part II. 

With running steps forward beginning left, head couples link right arms 
and turn, then link left arms with next in line and turn (the girl turning the 
boys and the boy turning the girls) ; link right arms with partner and turn, 
and link left with next in line and turn, etc. 

When end of line is reached, face partner, grasp hands, and glide 
through center to original position. 

All face and follow leaders, who countermarch outward, the length of 
the lines. When partners meet they join inside hands and countermarch 
inward to original places. Partners face center, join both hands, raised to 
form arches. The head couple passes under arches to end of line. 

The new corners then repeat the dance. 



GAMES AND DANCES 
FOR PLAYERS OF THIRTEEN YEARS AND OVER 



Seventh to Twelfth School-Grades. 



PRISONER'S BASE. (Darebase.) 

The playfield is about thirty by seventy-five feet. A line across the field 
at each end marks the base of each team. At the right of each base a small 
space is marked off as a prison. The teams each consist of about ten players. 
The object of the game is to make prisoners of players of the opposite team. 
Any player may be made a prisoner by an opposing player who left his base 
later than the first player did. For instance, a player of Team No. 1 leaves 
his base and advances toward the base of Team No. 2. Having left his base, 
he may be tagged by any player on Team No. 2. When, therefore, an opposing 
player runs out to tag him, he quickly retreats to his own base before bemg 
tagged. If he is tagged before reaching his base he is a prisoner and is put 
into the prison of Team No. 2. If, however, a player from his own team runs 
out to support him and this new player (who left his base later than the 
pursuer) succeeds in tagging the player from Team No. 2, then this one is a 
prisoner and is placed in the prison of Team No. 1 . 

When a prisoner is made, the captain of the team designates a player 
whose duty it is to guard the prison. The capture of three prisoners by one 
team wins the game. Prisoners may be freed when one of the players succeeds 
in tagging a prisoner without himself being tagged. If there are two prisoners 
they may grasp hands and stretch out toward their team, thereby facilitatmg 
their release. If, then, the first one is tagged they are both free. 

The referee must insist upon order. Do not allow too many players on 
the field at once. When a prisoner has been made all players must return to 
their own base before another play may be started. Only one prisoner may 
be made during a play. All players must stand behind the line which marks 
the front of their base. As soon as one foot is over the line they have left 
their base and may be made prisoners by an opposing player who still is on his 
base. 

133 



134 GAMES AND DANCES. 

PUNCH BALL. (Fist Ball.) 
This game is played with a basket-ball, which is struck with the closed 
fist, so that it will roll along the ground. The playfield is about twenty by 
forty feet. A lane, three feet wide, separates the two teams. The players 
are divided into forwards and backs. At the beginning of the game the ball 
is rolled (or bounced) forward mto the center lane, the players from each 
side (who must not step into the lane) trying to get it. The object of the 
game is to cause the ball to roll over the end line of the opposite side by 
striking it as above described. The players are allowed to move about freely 
on their side, and may roll the ball up to the forwards. It may also be rolled 
from one player to another on the same side until a good opportunity is found 
to send it across the opposite goal line. Every goal made counts one point for 
the side making it. 

PROGRESSIVE DODGEBALL. 
For Three Teams. 

Progressive dodgeball is a game suitable for pupils of 1 3 years and 
upward. Divide the players into three teams of equal size. With chalk (or 
paint) lay off the playfield in three squares, each 30 x 30 feet, joined in a 
straight line. (If so much space is not available shorten the outer fields.) 

The teams may be designated "Red," "White" and "Blue," or any 
other name. The number of players on a team is governed by the space and 
players at command, and may be from five to twenty-five to each team. 

At the beginning of the game the three teams line up as shown in the 
cut, and also at the beginning of the second and third innings, excepting that 
the teams will then have changed places: 



REiD ^ white: i blue: 



X X 

X XXX X 

X XXX X 

^ XX ^ 

X ^ X '^ X 

X X 



LEFTFIELD ^ CENTREFIELD g RIGHTFIELD 



Three innings are played, each of five minutes' duration (or any specified 
time). Each inning begins on the signal from the referee (blowing of a 
w^iistle) and ends with the call of time, when the teams change fields. 



GAMES AND DANCES. 135 

The outer teams always play against the team In the center. 

A player on the center team may be hit by a player of the outer teams. 

A player on either of the outer teams may be hit by a player on the 
center team, but it is not permissible for any player from either outer team to 
hit a player on the other, but a ball thrown by a player on either outer team, 
across the center territory, may be caught by a player on the other. 

The referee begins the game by blowing the whistle and at the same 
time tossing the ball to the players of the center team (which in this case shall 
be *'White," and standing in the center of their territory). The outer teams, 
"Red" and "Blue," are standing with one foot on the boundary lines of the 
center territory, and at the sound of the whistle run as far to the rear of their 
respective fields as they can to avoid being hit. The player of "White" who 
has caught the ball tossed by the referee runs up to either the left or the 
right boundary line of his field and throws at one of the end teams ("Red" 
or "Blue") ; or he may pass the ball quickly to a player of his side who has 
run near the boundary line, ready to throw, and he then must throw at his 
opponents. 

The players of the teams may dodge in any manner to avoid b^ing hit. 
The player from "White" having thrown and not hit an opponent, a player 
from the side thrown at — let us assume it to be the "Red" — tries to catch 
the ball before it rebounds or rolls into the center territory. If successful, he 
passes the ball or runs with it up to the boundary line and throws at the 
"White," who dodge and run to the opposite end of their field. If he fails 
to. hit, one of the team at the other end — the "Blue" — standing in readiness, 
catches the ball and throws at the "White." Thus the two end teams, "Red" 
and "Blue," continue to play against "White" as long as they are in possession 
of the ball, and "White" keeps dodging and fleeing from one side of its 
territory to the other. Usually this does not last very long, for the ball 
frequently bounces or rolls into the center territory, when "White" again gets 
the ball and throws, as in the beginning, at either "Red" or "Blue." 



36 



GAMES AND DANCES. 



Thus the game continues, "Red" and '*Blu€" playing against "White.** 
Every time a player is hit "on a fly" — not on a bounce — the team throwing the 

ball is credited with a point, 
2. 3. TOTAL, PLAYERS HIT. 



INNING 



RED 



WHITE 



BLUE 



I. 












5 








2 









and the game continues 
without interruption until 
time is called. 

At the conclusion of 
each inning the number of 
points of each team are 
counted and marked on the 
scoreboard or card, for in- 
stance, under first inning. 
(See diagram.) 

The teams now change fields, from right to left, in the following manner. 
"Blue" moves to the center, "White" moves to the left, and "Red'* moves 
to the right field. The teams form in exactly the same way as at the begin- 
ning of the game, and the referee again tosses the ball to the team in the 
center territory ("Blue"). The game continues as before, until time is called. 
The scores made are marked under the second inning, and the last change of 
fields takes place, so that in the three innings each team will have played in 
each field. 

After the score of the third inning is marked, the scores of the three 
innings are added, and the team having the highest score wins the game. 

A score is not made if a player is touched by a ball rebounding from the 
floor, a wall, an object, or from another player. 

A score is not made if the thrower steps on or over the line. 

A score is made only when a player is hit by a ball "on a fly** thrown 
from behind the line. 

The ball belongs to the team of a territory ( 1 ) whenever it rolls or 
rebounds into its territory; (2) when stopped on a bounce subsequent to a 
throw from an opposing team. 

In case of the ball going out of bounds it is brought back to the territory 
whose outer boundary line it crossed. 



GAMES AND DANCES. 



37 



DODGEBALL IN THREE FIELDS. 

For Two Teams. 

This form of dodgeball is designed to be used when but two teams shall 
play at a time. In all essentials it is played like the preceding game, with 
the following exceptions: 

1 . The teams shall have an even number of players ; for a match-game 
sixteen players form a team. 

2. The outer two fields, at the beginning of the first half, shall be 
occupied by eight players each of the attacking team. At the beginning of 
the second half a like number of the second team occupies these fields. 

3. The time of each half shall be ten minutes, or a less number, as 
agreed upon before the game. 



RUN DODGEBALL. 

The object of the game is for the players on Team B to run across 
the field to the other end without bemg hit by the ball (a basket-ball) during 
their run. 

Divide the players into two teams, A and B. The players on Team 
A are again divided, one-half standing on either side of the playfield. (See 
diagram.) All the players on Team B are at one 
end of the short end of the field. The field is 
approximately thirty by sixty feet. 

To start the game the referee tosses the ball 
to one of the players on Team A, at the same time 
blowing his whistle as a signal for the players on 
Team B that they may run. Upon this the player 
of Team A who has the ball throws at the runners. 
Those who are hit are out. When all the un- 
touched runners are over at B 1 the referee again 
gives the signal to run. The throwers must always 
stand behind their line when throwing at a runner. 
Should the ball roll into the field a player from 
Team A may run in and toss it to one of his team- 
mates. Only the runners in the field of play may be thrown at. At the end 




138 GAMES AND DANCES. 

of three minutes (or any other specified time) count the number of players 
left on Team B and credit them with so many points. The teams then 
exchange places and activities. The team having the greatest number of 
points at the end of the game wins. 

CIRCLE PINS. 

Circle Pins is a game of skill that appeals to older boys and girls as well 
as to adults. It can be played either indoor or outdoor, and needs little space. 
TTie equipment consists of five bowling pins (blocks of wood will answer the 

same purpose), and a small bowling ball (a 17- 
inch indoor baseball or a square piece of wood will 
answer for this purpose.) The five pins are ar- 
ranged as per diagram on a board 3 feet square 
(or on the ground). The ball is fastened to a 
strong cord and is suspended from the ceiling, a 
cross piece (a limb of a tree) 8 to 1 feet high 
directly above the center pin. TTie lower edge of 
the ball when hanging quietly is about one inch 
above the board. 

The object of the game is to swing the ball so 
as to knock down one or more pins. The player takes his stand at a mark from 
6 to 10 feet from the pin board. The ball may be swung either forward and 
backward, or the player may swing it in an oval. The ball may pass over the 
board only during one swing — i. e., either fonvard and backward, or in a 
circular swing. If during this swing one pin is knocked down this counts one 
point for the player. One point is scored for each pin that is knocked down 
either by being struck by the ball or by another pin. If only the center pin is 
knocked down this counts 5 points. If only the four outer pins are knocked 
down this counts 10 points. Fifty points is a game. If played as a team game 
the total number of points to be scored is equal to the number of team mem- 
bers multiplied by 50 — e. g., four members of a team must make 200 points. 



< 


- 5 FT. - 


>■ 


o 


o 


o 


o 




o 



GAMES AND DANCES. 



39 



\ / 



V 



3 FOOT LINE 






CENTEf? LINC 



R 






3 FOOT LiMt 



WARBALL. 

This game may be played by any number of players. It can be played 
in a large or a small gymnasium or playground. 

The idea underlying the game is for the players of one side to hit with 
a ball one or more play- 
ers on the other side. 
Soft indoor baseballs 
are used, or balls made 
of paper; r. e., news- 
papers wrapped with 
twine. According to 
the number of players 
from twenty-four to 
forty-eight balls are 
needed. The game is 
in charge of a referee 
and two assistants, who 
are stationed as per dia- 
gram. The time of 
the game is from 15 to 
20 minutes. 

The field is an ob- 
long about 40 by 60 
feet, with a line through 
the center and two 
3-foot lines. Each side 
has from four to six movable trenches and one movable tank. The trenches 
are made of light wooden frames with canvas stretched over them. Gym- 
nasium mats may also be used. The trenches should be from 24 to 30 inches 
high and about 5 feet long. The tanks should be made in the form of a 
triangle, open at the rear end, large enough to shield one person. Each 
trench should accommodate from four to six players. Each side has a cap- 
tain. The trenches and tanks may fly the colors of their teams. 

The players kneel, squat or lie behmd the trench wall. Without expos- 
ing themselves too much they throw their balls at the enemy. A player hit 






A 

TANK 



/ — \ / — \ 

TRtNCHES 



RLFERtE 



+Oft. 



140 GAMES AND DANCES. 

by a thrown ball on any part of the body is disabled and must retire to the 
side line. TTie players may move their trench in any direction up to the 
3-foot line, but not over the side lines. By order of the captain one player 
may go out in the tank to collect ammunition. He may go in the tank to the 
center line, also over the side lines. If he is hit he also must go to the side 
lines. The captain then must call to some other player to run from his trench 
to man the tank. 

At the end of the specified time the referee, by blowing a whistle, ends 
the game. The side having most players left in the trenches wins the game. 

VOLLEY BALL. 
Second Form. (Bat the Ball.) 

(For first form, see Fifth-grade games.) 

Divide the players into two teams, of from eight to sixteen players each. 
The playfield is about twenty by forty feet, being divided into halves by a 
narrow net or a rope stretched across the short way, the top of the net being 
seven feet above the ground. The object of the game is to keep a volley ball 
(a hollow ball, somewhat smaller and lighter than a basket-ball) passmg 
from one side to the other over the top of the net or rope, by batting it either 
with one or two hands. 

When playing with young or inexperienced players the ball may be 
returned over the line either on a *'fly" or after one bounce. If the ball is 
not returned over the line in this manner — that is, if it touches the ground twice 
before it is started on its return, or twice during its passage from one player 
to another of the same team — a point is scored against the side that has 
failed — i e., the serving side scores one point. 

If the serving side bats the ball outside of the bounds of the playfield it 
is a foul, and the opposite side then serves the ball. 

Experienced players must return the ball on a "fly" — /. e., the ball must 
never touch the ground. If it does, the side that last batted the ball over the 
net scores a point. Teams may play either for a certain number of point? 
or for a certam length of time. 



GAMES AND DANCES. 



14 



B 



RIGHT CORNER 



B 



RIGHT FORWARD 



B 



x 
I 



00 



[fr-4-- 



---27- 



k 



vO 
CO 



B 



24 



B 



LEFT CORNER 



B 



LEFT FORWARD 



CAPTAIN-BALL. 

Character — Captain-ball is a highly organized team game of skill, espe- 
cially developing the ability to throw and catch a ball obstructed by other 
players. 

Use — It is especially adapted to a moderate number of adults or of boys 
and girls over twelve years 
of age. CAPTAIN 

Equipment — A space 
40 by 70 feet and a bas- 
ket-ball. 

Organization — The 
field or playing space shall 
be divided into two equal 
parts by a center line. 
Five bases, each 1 8 inches 
square, are marked or 
painted, and placed and 
named according to the 
accompanying diagram. 

Team — Ten players 
form a team. They are 
divided into basemen — 
two forward basemen, 
two corner basemen, and 
one captain baseman, and 
guards — two forward 
guards, two corner guards, 
and one captain guard. 
For positions, see diagram. 

Object — The object 
of the game is to pass or 

throw the ball from baseman to baseman of the same side, the opposmg guards 
trying to prevent this and pass the ball to their basemen on the opposite side 
of the center line. 



B 



A 



B 



142 GAMES AND DANCES. 

A game is divided into two halves. The players change fields at the 
end of the first half. 

Officials — A referee and a timekeeper. The latter acts as scorer. 
The following are the rules for an official game: 

1 . Field — See diagram. 

2. Ball — The ball shall be a small basket-ball between 30 and 32 
inches in circumference. 

3. Officials — (a) The referee has entire charge of the game. He 
decides what points are scored and who shall possess the ball in case of 
disagreement, calls fouls and awards penalties. 

(b) The timekeeper shall keep time and score. 

4. Length of Game — (a) Two halves of 20 minutes each, or less. 

(b) In case of a tie score, one or more extra periods of 5 minutes or 
less, must be played through, until tie is broken at the end of one of these 
periods. 

(c) At the end of the first half and at the beginning of each extra 
period, teams change sides on the field. 

(d) Time shall be taken out only by order of the referee, for loss of 
ball, change of player, accident, etc. 

5. Putting the Ball in Play — (a) (1 ) At the beginning of each half 
and of extra periods, (2) after each scoring play, (3) after each successful 
free throw, and (4) after each double foul play, the referee tosses up the 
ball (at least 10 feet) in the center between two opposing guards. As the 
ball is about to descend he blows his whistle. The ball is then in play. 

(b) At the beginning of each half and of extra period, the ball is tossed 
up between the opposing captain guards; after each scoring play, amd after 
each double foul play, between opposing guards in the following order: Right 
forward, left forward, right comer, left corner and captain guards. 

6. Playing the Ball — (a) When two opposing players get possession 
of the ball at the same time, the referee shall give the ball to the guard. 

(b) If a captain baseman obtains possession of the ball from any player 
other than one of his basemen, he may start a scoring play. In this case no 
more than seven points may be made. 

(c) When during a free throw or through delay of game, play is 



GAMES AND DANCES. 143 

started again, the referee shall not blow his whistle until all players in that half 
of the court are ready. 

(d) If the captain baseman, in a free throw (see 1 1 ) does not get the 
ball to the baseman and the ball rebounds to captain baseman again, the free 
throw is over and a scoring play may begin. When a captain attempts a 
free throw and the ball touches a guard the free throw is over and a play 
may begin. 

(e) If the ball strikes some obstruction at the sides of the court, the ball 
is given at that place to the guard who would otherwise have obtained it. 

(f) When a baseman except captain gets a ball from a baseman he has 
the privilege of contmuing the scoring play by passing the ball to any other 
baseman who has not had possession of it during that scoring play. 

(g) If a guard throws a ball to a captain baseman no score is made. 
(See (b) of this section.) 

7. Scoring — (a) (1) One point for passing of ball from baseman 
to baseman, both basemen being on the same side of court, right or left. 

(2) Two points for passing of ball from baseman to captain. 

(3) Two points for passmg the ball across the court from a right base- 
man to a left baseman or from a left baseman to a right baseman. (See 
diagram.) 

(4) One point for passing of ball from captain to baseman on a free 
throw. 

(b) A scoring play starts when a baseman receives the ball, provided it 
has not touched a wall, fence, spectator or obstruction on the sides of the 
court of play. 

A scoring pla\) is stopped as follows: 

( I ) When the ball passes into possession of any guard, or of an op- 
posing baseman. 

(2) By a foul committed by a player on the team which is attempting 
to score. A baseman who fouls while receiving the ball scores no point. A 
baseman who fouls while throwing the ball scores no further point. 

(3) By the ball reaching captain baseman from another baseman of 
the same team. 

(4) By the ball getting into the possession of any baseman for the 



144 GAMES AND DANCES. 

second time during a scoring play. In this case the last pass of the ball does 
not score. 

(5) By the ball striking anyone or anything at the sides of the court 
other than the player, ground, floor or ceiling, or obstruction within the court. 

(6) A foul by a guard never stops the scoring play of the opponent. 
In such case a free throw is awarded after the scoring play is over. 

8. Fouls — (a) It is a foul for any player 

( 1 ) Purposely to push, strike or trip an opponent. 

(2) Purposely to touch a player. It is impossible to play the game 
without opposing players touching. When such touching becomes dangerous 
or interferes with plays or appears to be done purposely, the referee shall 
warn, then foul the player or players for each successive offense. 

(3) Purposely to touch ball while in hands of opponent. 

(4) To kick the ball. Kicking is meeting the ball with the feet, with 
the idea of propelling it. Blocking with the feet is necessary and allowable. 

(5) To delay the game for the purpose of using up time. Delay for 
team work and signals must be brief. 

(b) It is a foul for a guard 

( 1 ) To touch a base with any part of his body. 

(2) To touch the ground or floor on the opposite side of the middle line, 
except that a guard on the jump at center toss may drop with feet across the 
line. 

(3) Who has crossed the line, to touch the ball or interfere with play 
until he has returned to his side of the court. 

(4) To touch the ball while it is going up at center toss. 

(5) Jumping at center, to catch the ball or to touch the ball a second 
time unless it has struck another player or the ground or floor. 

(6) To carry ball more than one step or to roll or bounce it and take it 
again at an advanced point. 

(7) To guard a captain baseman while he is making a free throw. 

(8) When an opposing baseman has the ball, to guard closer than one 
foot to base, or to guard with arms extended nearer to the baseman, than at 
a right angle to a Ime from such guard to that baseman. 

(9) To straddle a base. All space above the base is property of the 
baseman, and may not be occupied by body or feet of the guard. While 



GAMES AND DANCES. 145 

jumping to block high throws the hands of the guard may be used above the 
base. 

(c) It is a foul for a baseman 

( 1 ) Purposely to strike, trip or push an opponent. 

(2) To step out of base with both feet unless he jumps up in the air, 
in which case a foot must come down on base first. 

(3) When only one foot is on base, to lift that foot from the base. 

9. Interpretation — (a) Guards may 

(1 ) Take ball at any time it is not in possession of another player. 

(2) Drop on other side of middle line while jumping at center toss. 

(3) Reach across the middle line at any time. 

(4) Guard any player at any time except captain baseman on free 
throw. 

(5) Use a brief time for signals and team work, 
(b) Basemen may 

( 1 ) Touch or take ball while it is not in possession of the guard. 

(2) Use a brief time for signals or team work. 

(3) Jump in air for ball. (See 8 c-2.) 

(4) Change base foot at any time. (See 8 c-3.) 

10. Substitutes — Substitution may take place only when the ball is 
not in play; and no player who is taken out of the game may return to play 
during the half in which the removal occurs. 

1 1 . Penalty for Foul — When a foul is made the referee gives the ball 
to the captain whose team did not foul. When guards are ready the referee 
blows the whistle and the captain tries a free throw to base. No more than 
one point may be scored. The ball is tossed up in center if the throw has 
been successful. Otherwise play is continued. 

12. Ending of Came — The blowing of the timekeeper's whistle ends 
the game. If the ball is in the air at that time the game ends as soon as its 
passage through the air is stopped. 

If the timekeeper's whistle blows before a free throw has started, the 
free throw and any ensuing fouls must be played out. 

13. Miscellaneous — (a) Representatives shall not coach teams dur- 
ing play. 

(b) A player may be removed from the game, after warning, for dis- 
courteous remarks to the referee. 



146 GAMES AND DANCES. 

HUMAN HURDLE RACE. 

Each team forms a large circle. All players sit on the floor, facing 
outward, with legs straightened forward. 

The first member of team No. 1 and the first member of team No. 2 
are diametrically opposite each other on the circumference of the circles. 
Upon command, both competitors run in the same direction around the out- 
side of the circle, hurdling over the legs of those sitting. The one returning 
first to his place scores a point for his team. The second members of the 
teams do the same, and so on until everyone has competed. The team hav- 
ing the highest score wins. 

SOCCER FOOTBALL. 

Form No 2. 

The Field — The field should be between fifty and one hundred yards 
wide and between one hundred and one hundred and fifty yards long for a 
match-game (otherwise whatever space is available), divided into two equal 
parts by a line through the center, called the half-way line. The two long 
lines bounding the field are called the "touch lines," and the two short lines 
bounding the field are called the *'goal lines.*' The center of the field shall 
be marked with a circle with a ten-yard radius. 

Coals — Two posts with a crossbar are placed on the end lines in the 
middle. The posts are 8 yards apart. The crossbar is 8 feet above the 
ground. 

Coal Area — Lines are marked 6 yards outside of each goal post at 
right angles with the goal line for a distance of 6 yards, and these lines are 
connected with a line parallel with the goal line. The space within these 
lines shall be known as the **goal area.'* 

Pla])ers — Eleven players constitute a team. They are named as follows: 
Center, inside right, outside right, inside left, outside left, left halfback, center 
halfback, right halfback, right fullback, left fullback and goal-keeper. Their 
positions are shown in the diagram. 

Time of Came — The game is played in two halves, of from twenty to 
forty minutes each, with an intermission of five or ten minutes. 



GAMES AND DANCES. 



147 



I?" 



.^^^ 



GOAL LINE 



GOAL AREA 
o 






GOAL KEEPER 



O 

c 
o 



RIGHT 
FULLBACK 



LEFT 
FULLBACK 



- CENTRE 

Z o 

^ RIGHT HALFBACK LEFT 
HALFBACK HALFBACK 

OUTSIDE INSIDE CENTRE INSIDE OUTSIDE 

o o o o o 

RIGHT RIGHT ^— \ LEFT LEFT 



Choice of Coals — The winner of the toss (toss of coin) has the option 
of the kick-off or the choice of goals. Goals are changed at half time (end 
of the first half). 

Start of Came — 
The game is com- 
menced by a place 
kick (kick-off) from 
the center of the field 
in the direction of the 
opponents* goal. No 
opponent may ap- 
proach within 6 yards 
of the ball until it 
has been kicked off. 
Should this rule not be 
complied with, the 
kick must be taken 
over. After a goal 
has been made the 
losing side kicks off; 
after the change of 
goals at half time the 
ball is kicked off by 
the opposite side to 
that which kicked off 
at the start of the 
game. 

Scoring a Coal 
— A goal is scored 
when the ball has 
passed between the 
goal posts and under 

the crossbar, providing it has not been thrown, carried or touched by the 
hands or arms (knocked on) by any player of the attacking side. A scored 
goal counts one point. 




HALFWAY 
LINE 



148 GAMES AND DANCES. 

Out of Play — The ball is out of play when it has crossed the goal line 
or touch line either on the ground or in the air. 

Throrv In — When the ball is *'in touch" — that is, when the ball has 
crossed the touch or side line — a player on the opposite side to that which 
played it out shall, while standing on the touch line facing the field of play, 
throw the ball in with both hands, completely over his head, into the field of 
play. He must not, however, play the ball again until it has been played by 
another player. A goal cannot be scored from a **throw in.** 

Goal Kick — When the ball is played behind (over) the goal line by 
a player of the attacking side it shall be kicked off by any one of the players 
behind whose goal line it went, within that half of the goal area nearest the 
point where the ball left the field of play. If it be kicked across the goal line 
by one of the defending players a player on the opposite (attacking) team 
kicks the ball from within one yard of the nearest corner. No opponent is 
allowed within 6 yar^s of the ball until it has been kicked off (a kick of this 
kind is called a "corner kick'*). 

Goal-Keeper Handling Ball — The goal-keeper may, within his own 
half of the field of play, use his hands, but must not at any time carry the 
ball. The goal-keeper cannot be changed without first notifying the referee. 
Dangerous Pla'y or Fouling — Tripping, kicking or jumping at a player 
is not allowed. Holding or pushing a player is not allowed. For the 
infringement of these rules a free kick is given to the opposing side at that 
place where the ball was at the time of such infringement of the rules. 

Free Kick — A free kick is a kick at the ball without any interference, 
in which case the kicker's opponents must not be within 6 yards of the ball, 
unless they are standing on their own goal line. The kicker must not again 
play the ball until it has been played by another player. 

Restarting the Game — In case of a temporary suspension of the game 
from any cause whatever, the ball shall again be put in play at the place it 
was at the time the play was suspended. The ball is thrown down where 
it was when the play ceased. The ball is in play as soon as it touches the 
ground, and the ball must not be played until it does touch the ground. 

Officials — The officials shall be a referee (who has full charge of the 
game), two linesmen (one for each side of the field) and a timekeeper, who 
shall also act as scorer. 



GAMES AND DANCES. 



49 



FOX AND CHICKENS DODGEBALL. 

This is a game for two or more teams, of not more than seven players 
each. A circle, not less than 30 feet in diameter, and a basketball or soft 
baseball are required. 

One team goes in the center, forming in line, one behind the other, with 
arms around the waist of the one in front. The other teams spread out around 
the outside of the circle. Each team is given the same length of time in the 
center, and the team with the smallest score wins. 

The rules are the same as in Dodgeball in a Circle, with two exceptions : 
(a) A score is made only when the last one of the inner team is hit (unless 
the line breaks, when anyone in it may be hit) ; (b) The front jDlayer of the 
inner team may bat the ball, as he turns to keep his team protected. 



May Day. 









-\ ^- 






-4—4- 






* — la 






2^- 



^i^. 
-1^- 



Germz 

--4— J- 






-I 




^ r^ 



t: 



—I 1 — -m— 



L| j_. 



-■^ — -m 1 — I — I- 

— I- 



±:z=t: 






flank 



MAY DAY. 

The music is an old German folksong. 

The dancers are arranged in couples. These stand either in 
column or in a circle. In explaining the steps, the movements of those standmg 
on the left (or inside) are described. The dancers on the right side begin 
with the opposite foot. The inner hands of the dancers are grasped shoulder- 
high, the outer knuckles are placed on the hips. 



150 GAMES AND DANCES. 



Part I. 



1 . Two mazurkas left forward and a half turn right in four quick 
steps (pause during the last beat). 

2. Repeat I right and face left about. 

3. Balance-step left and right obliquely forward, the opposite foot 
crossed in front and a half turn right. 

4. Repeat 3 right and left, facing left about. 

Part II. 

1 . Six running steps forward and a half turn right (pause during the 
last beat). 

2. Six running steps backward, beginning right and a half turn left. 

3. Repeat I. 

4. Repeat 2. 

Part III. (Partners Facing Each Other.) 

1 . Grasp partner's hands shoulder-high. Two mazurkas sideward, 
toward the leaders. Place knuckles on hips, and in four quick steps face 
right (left) about. (Pause during the last beat.) 

2. Repeat 1 toward the foot of the column and face left about. 

3. With hands grasped, balance-step left and right (right and left) 
obliquely forward, the opposite foot crossed m front. Knuckles on hips and a 
half turn right. 

4. Repeat 3 right and left, facing left about. 

Part IV. (Partners Facing Each Other.) 

1. Dancer No. I (on the left), in ten running steps, circles around 
No. 2, beginning to the left. Pause during the last beat. Knuckles placed 
on hips. 

2. No. 2 encircles No. 1 , beginning left. 

3. Both grasp right hands, left on hips and, in ten running steps, circle 
around a common center. 

4. Repeat 3, grasping left hands. 



GAMES AND DANCES. 

Larkspur. 



51 



Introduction. 



( MAZURKA.) 

1, _^^ 



for. 



z±A. 






-Ttz^^^n 



-m—m- 



— I 1 — 1- 



_^.i^n^-q. 



:4=tzz:tz= 






O. Heyer. 



li^:^^- 












::1=^=Pe: 



--?- 



-te^-te^ -;^- 



i^z:B:=e: 






:?i-^.r--^pr^: 



=:^ 



=[==1=: 



-i^^^-^ 



:tz=t: 



=igi t^:qz^ :q: 



SF 



-I H- 



^: 



i?.— ^ii?i^!LV-3ii 



t; 



:q — :*_p: 



iMzr*: 



-j^-n"^^^ 






-I— -■ 






— ^ «- tf 

1*. ! h 






mf 

— ^— ^— ^- 



1^51^ 



-^^-^- 



t— • — ^ 1 



I 



2 -•-. 



i^i^q'^isq: 



==1: 

zin: 



:ft=B: 






«- |-;;lN f 1 ^=— -<*-| 1 1 



iKizzifc; 



-I h 






r^ij*: 



1 * 



:t=t:: 



:^zi:z»3z:z:i*: 

:t:=t=^t:= 

1 — r-r- 



::1: 



— i- 



2 



-I — r— r 



-I — t [ — 



-.^zmzMT- 






•rt: 






4-S 



-J^-A- 



:mz^-m-^: 



■FzzitB::zM: 

V— I 



■9- 



52 



GAMES AND DANCES. 
Larkspur. 



^ 3. ^. .^. 


p « 


^ 




^ 


7t^-»- F ^-^=^-^1 


_^^-_Sz^r£;z- 






1- ^ ^- 


LJl — ,J9 


.p. .«., 

1 1 


. 1 1 


. 1 1 




*^^=g — t— E— 


^ t t 


^ H- h- 


-0 — 1 1 


-« 1 1 



^ — ^ — ^ — ^ — 



--^=3t=t 



:fe=N; 






-» — »■- 



itziiL 






-m- — 0- 



-I \- 



—•—hi — h 









H h 

H— 1 h 

J I L. 



-m 0- 



5zz^^z^ 



-«- -^ 



^ P^ 






tr 



:5=i— ^ 



:ie_pt: 



-«^^- 



-^ 1^ ^■ 






-1— - — m---\- 



-*JL.^. 



z:czt:=«:tsL:z 



z^^^N, 



— I — » 0- 

— i m- »■■ 






971 



/ 



^. .ft. 






i^;^- 



V-i^- 



_H-— »M^ic 

_q ft— «-- 



— r — 



S 

H — m- 



:il-^tiM: 



t 



^ 



4. 


— 1— ^-^:s-si-^^-s- 


•._ 






ft . ^eTm 


i± ff- . ,^ 


^ * ^ 




W ^ ^^ri 


—m--^-^-^-^-^- 


' 




-0-^-0- r\ r;- 




P 


-ft. .ft. 

-ft- -»•- 


-ft- -ft- 

-ft- -m-- 


? P 


* s 


^? W - ^ 




— \~ 


—ft ft 

—I 1 


— 1 1 1 


— •- — m- 

-ft — 1 1 


^^t^ • Ml 1 




— 1— 


— 1 1 — • 


^ri- 


H — "- ^ 



-r1-^z=t 



±=. :t= 



i^tzut 



:!=^:r- 



ft-^ 



-I H- 



-ft- 



:t=' 



^-•- 



=q; 



ift^' — ft: 



H (- 

-I L. 



-i^-5^£^-?l- 



._k_ft.^ ^_ 

-^ — 1 1 — t— *- 



tintz 



:lzNt:- 



=1 5^ 



H 1 1- 



tzzt: 



.t= 



itz=t=^t:, 



ftUtf. 



zztzzt; 



^ft-^ 



l_ftz.^t=ft:t=ft 



:t:=ti 



-P-ft. 



-ft^- ft-^- 

-I 1 — 



— I — 



GAMES AND DANCES. 
Larkspur. 



53 



5. 






•:^-J- 



utz=zi:,:i;^-:;i'-WzrzMi 



•J ^9 

for. 



/ ^^ u^ 4^_ 

^•_Z «f^ ^_ 



-1 r 



--^- — ^ — '— ^ — '- 



£z=r 



-I — t-- 



^-Pi^- 



^i 



1 H- 






>!-: 



tEt 



_^_^. 



_j^-^^- 



•12: 



U^-X^^_ 



:Hizia: 



-»• — •■- 



^-S S- 



-•^- 



'-- ^V- 



--»-< 



-I r- 



— rr* 



-I — r 






— ::*=-^- 



:e_:=;^ 



Z2ZZZ— :z^ei 

2Lz=:3--tz:t:::z 



itzit: 



=q: 



:tzir 






— i^z:a:z 



»— tf> 



.-E5 



-i^— r 



— I — 



-?- 



-? 



6. .*. .^. 



T-^-i^-b^^ 






H 1 H 






— >^ — ^ — 



tJ 



^ - — g» — te^ — ^ — 



:i^i=te: 






:^=a:=P=r:: 



jr^i^zrz^: 



:r:=t:: 



-^ — -j^ — ^ g — 



-I — >^-^b^- 



zwLiif:^^^^ 



—^ 1 1- 



.«•--*- 






e^ 



l-f 



^: 









z:t=t- 



— I — » — »■- 

—I m m- 



-I 1- 






^_i^_^_ 






jtlr: 



-b^-^^- 



:ii--3t=ti: 



— r — 

--^ — » — 



154 GAMES AND DANCES. 

NORMAL SCHOOL MAZURKA. 

Music : "Larkspur" by O. Heycr. 

Formation : A column of front ranks in open order. Hands at waist 
(knuckles on hips). 

Part I. (16 Measures.) 

1 . Three mazurkas to the left and a glide-balance hop left with a 
full turn left in two hops. 4 measures. 

2. The same right. 4 measures. 

3. Repeat 1 and 2, but finish with two stamps (left and right) in 
place of the glide-balance hop right, with a full turn. 8 measures. 

Part II. (16 Measures.) 

1 . Three steps forward and point* right foot forward and pause. 2 
measures. 

2. Waltz-balance step obliquely forward right. 1 measure. 

3. Glide-balance hop left, with a full turn left. 1 measure. 

4. Repeat 1 to 3, beginning right. 4 measures. 

5. Repeat 1 to 4, but taking three steps backward instead of forward 
(other parts precisely the same) , and closing with two stamps. 8 measures. 

Part III. (16 Measures.) 
Repeat Part I, with arms folded in front, height of shoulder, during the 
step; replace hands at waist during the stamps. 

Part IV. (16 Measures.) 

1 . Front crosscut left and two hops left, with the left arm raised to a 
half circle over head. 1 measure. 

2. Rear crosscut right and hop twice on the right foot, replacing the 
left hand at waist. 1 measure. 

3. Three steps left sideward, with a rear-cross step right, the arms 
raised sideward; point right foot forward and pause, with right arm moved 
in front of body. 2 measures. 

^To "point" with a foot means to place the foot forward (or in the direction com- 
manded), this movement being preceded by a slight and quick bending of the knee 
and a retraction of the foot. 



GAMES AND DANCES. 135 

4. Repeat 1 to 3, beginning right, and moving right sideward. 4 
measures. 

Repeat 1,2,3 and 4. 8 measures. 

Part V. (16 Measures.) 

1 . Mazurka to the left and ghde-balance hop left, with a full turn 
left, arms folded in front and kept shoulder-high. 2 measures. 

2. As 1 to the right. 2 measures. 

3. Repeat ] and 2, but finish with two stamps. 4 measures. 
Repeat 1 , 2 and 3. 8 measures. 

Part VI. (16 Measures.) 
Repeat Part I. 



56 



GAMES AND DANCES. 

Cupid and Butterfly. 



llNTERMEZZO GRAZIOSO.) 
Revised and fingered by Carl Hofmann. 

Introduction. ^^ jL 4 

3 ,^-^ — — 2 1:; X3 1 
2. 1 i 2. ^-^- — ^ i,_. ^ W • • 2 



Claude d' Albret. 



4 5 
2 4 



5E^ 



t; 



???/ 



^f»Ti-^ 






J» — >- 



::ST«^'^ 



7T"^^ 



M/^Y^;^ 



t; 



^ C ^ g — ^ 



iB^^r* 



Moderato qrazioso. 




343 28 



O u 5i 



ia 



-121 



4 
1 



*::* 



'^r~p" 



mik: 



fy 



te^gEf:^ 



^2 1 



i 



.'^>. _^ 



m m ^^ m- 



_#. tf^ 



i«i3EIZIm: 



-^JKZ^arjr 



'9 ^ »> — y- 



^ 



_• *: 



-i-**-i 
- — ^— 2 



"^ — ?c- 




Copyright, by Carl Fischer, New York. 



GAMES AND DANCES. 
Cupid and Butterfly. 



157 



6 

2- 



-I 1 • F — 1-172 — 3- 



^S. 



-^— p 



± 



s=^ 



^9nf ^ 



-m m~ 



~~^^=^ 



-4— M-=1- 



=t 



-n— k— =1- 



^— I 




4 3 



f 4 



2 3 6 

1 2/*^ 3 2 



^^=g,- 



M 



^^=^f^ ^^ 



^^W^^iW Eyfp^^fp- 



::*-^^-^3^ 



^ 






tt 



:P=»I 



^— N-^ — .— 1 » ^ 



zJ~^^ 



r^l 



" ' ^ ["lT"^ ^ " :- "^ — \'^^ 



"^^=1 



i 



fe=± 



4 3 



^ 



r=^ 



Tfc^ — ^^ — n _^ — h 2 - 



lU^zzif 



^^^J- 



^ 



ix 

2 12 1 









Ui^ 



d. 



3 2 .( 



^ ^-H- 



1^ 



-I ^ 



i^=M= 



:^iS=^ 



-=^s- 



r^ 



N 2 1 2'&' 



H r 



3C3i>^:3E 



???/ 



-=^^ 



fc^ 



ge 



'y-5. 

2iz 



i). -S. a/ ^ 



•^ Amoroso, f 



L.H. con grazxa. 

5^4 4 4 



^^ 



J ^S!33 



I " ^ ^-— - ^^^j-u ^<trT<L5^ 



4 3 1 



fj 



^^ 



4M^EZ=)E 



t=^ 



rail. ^ rail. a tempo 



-^1^ 






tj^ 



5 ^ 
4 3 



=5?*=T 



:^. 



:=^:; 



m=^=ff^ 






'KWfr^ 



s Ti > 



^^ 



^ 



:^ 






i^ 



JBI 






J U U' "^ ^- 



58 



GAMES AND DANCES. 

Cupid and Butterfly. 



4 5 

1 1 3 



^^=fe=fa^=^ 



r^ 



*qE 



'^^W- 



fj- 



P IbbI I^W- L— I ^v y -* 

2 I ^^1 2 4 3 1 



IS^ 



13 



t=^% 



-^ — f*- 



^ 



rail. 



S 



^^Ji^l 






a iempo. 



:*=t 



&^t 



-'^': 



l=::i^«t 






^- 



_2_^4^ 4 5 



:^^3t 



P P • 



ai=ffyf 



IS 



-:it^ 



2^-— HH- 



1 1 



:^E=^ 



^ 1 2 42_ 4 -^-^ 






^i 



4 -^- 



±=^t 



^ 



5 4 3 



5^ 



5 3 






L± 



fc^r:^ 



:P^ 



^ 



:aez^^' 



) I 4 ^ 3 



E 



: ^-J-«L 



Fb 



r 



1 1 

.4 3 



4 
P^^^ I 4/^ /^ ^ /^ 2 4 3 4 b-^ 



/ 



-^-^ 



f-i — 1 — I— 



-h— f- 



:Pr=±=? 



Lt 



-\ •! •^ 




^ 



*t3e 



y 



,Ci 



b^- 



^ I »-| 1»-| — ^■^- ^ !a si^iB l«-h-H«-| ]m\ \m\ %-U0-W-^—\m-U»- "- 



1e:t=N: 



fefc^=^K: 



:pe=^=* 



^t^=k 



?^ 



_r,_^. 



-I — t — I — I — I — I — I — 



iist 



cresc. 



-^-^u 



-^— ^ 



ri- 






4 

P5 






-<«-2-4- 



o 



GAMES AND DANCES. 
Cupid and Butterfly. 



159 







2 4 



4 1 



3 I 



^, ,^ 



^^^ »»^- -^-1 



^ 



s 



EfEE 



ElBE 



-v^ 



2 4 






=^ 



«^^ 



^r^i#- 



^ 



1 r-""t 



itftfiiL 



:UK^ 



5 I 

2 !/ 



5_'^ 1 



:ffac 



^:&E2pE 



H \ i 1 V- 



^ ^*t 



it^ 






-^-^ 



-I — ! — h 



-^ 



•all. 



~v 



i^ 



X 



2 

a1 



^ 



3E=;#: 



?J 



'^_ ^y 



a tempo. 



"^^< ^^ 



m m 



^ 



»-» — »- 



is* 



iSBE 



: p~^ 



:& 



d-^ H 



^ 



4 5 

.S5 r 



5 4 3 



i^ 



-T=^ 






5 3 



w-± 



I ^J-^^^J glg 



t; 



^ 



V£^jg£: 



4 -*- 4 

-^1 ^d^ 



i 






i 



ss 



5 4 4 3^ 



"ir~Jg 



1 1 



^-^ 



^i 






t;' 



fetfe=^. 



-•^^^T^ 



^^3^ 



^^ 



-{- ^^ — ^- ' i g 



4^ ^,. .^ /> / > 4 3 ^ J\ 

u -^-^-^i' I 1 V i I -'S^'T"^-^- I, IhJ 3 3 1 3 3 3 ^ -Kt^ 1^ 2 1 2 

u"^ 1 h-*-« — I I w I I -^s^^-i^m^^ — 'w ' l ^ M - '-^'H — M- -• it — " ^ >> ' ^ ^ ^ " ^- 

I o ^ i^- -^ ^ 1 s 1 ^ 



-^/^;.''-_--i-5-:^ 



Sg_i-:^ 



4 3 



5 5 



160 



GAMES AND DANCES. 
Cupid and Butterfly. 



■*-* * * 



^;-g-^-^ 



=f 



:^: 



i 



*==* 



A ^ » 



^ 



1^1 



z:5*; 






^ 



-4-^— =1- 



»-^- r^L ^ ^ 



.^^_-^_ 



^-H- 



•i+^ 



e 



J— P— 71 ^ 



t-^-T-tf 



-I 1 h 



-=:!— ^— n- 



■pr^^IipiJLz^l 



tr — t 



^ 



^ 1^ 



-^ — ^ 



^ — t 



-=|_^3_=— : — n- 



:Eft 






1 4 

:; 1 ~ 



-w WUJ— i^ 



.m ^i ^ 



■1^— =1- 



€ 



2. Il 



< 



[m 



Jt :*-_ 



=^ ^ 



-M— — ^ 



Ki-==^-^ 



:&E 



izJL: 



^ 







< 



m 



T=f! 



-^i — 1c_ 



^ ^-5 1 ^ 1 



H — I 1— ii — =1 — I- 



^^=^ 



-H- 1 1 1 H 

-J. ^ ^ ^ M 



5 4 

i 2 



^ 



:BZ=ie: 



i!2i 



11- 



Fine. 



=Sii^ 



P 



,-=r^,^S- 



<:iJ. -tt 



< 



/s^ 



•7:!?- 



i=i 



• <^ -A- 



-?i-f. 



^ ^ ^ — I* 5 -^ hr^- 



^ 

5 



y-^1— p^: ^ 1 1^ =^ 



-I (- 



^^ 



GAMES AND DANCES. 161 

CUPID AND BUTTERFLY— A Schottische. 

Music: "Cupid and Butterfly," Intermezzo Grazioso, by Claude 
D^AIbret. 

Introduction. (4 Measures.) 
During the introduction the performers assume a pose chosen by the 
teacher. 

Part I. (16 Measures.) 
(Hands are placed at the waist.) 
Measures. 

A. 1-2 Schottische obliquely forward left and right. 

3- 4 Four swing-hops backward (left, right, left and right). 

5- 6 Schottische obliquely forward left and right. 

7 Two swing-hops backward (left and right). 

8 Two steps backward and close heels. 

B. Repeat A, 9-16, but beginning right (movements to the opposite 

side) . 
Note: — Instead of the schottische-step beginners may perform a 
three-step swing-hop. 

Part II. (20 Measures.) 

A. 1-2 Three-step-turn left and point right. 
3- 4 Three-step-turn right and point left. 
5- 6 Step and courtesy left and right 

7- 8 Place left foot forward, backward, then change-step forward. 
9-10 Repeat 7-8 right. 

B. Repeat A, 11-20. 

Part III. (Like Part I, 16 Measures.) 

A. 1-2 Schottische obliquely forward left and right. 

3- 4 Four swing-hops backward (left, right, left and right). 

5- 6 Schottische obliquely forward left and right. 

7 Two swing-hops backward (left and right). 

8 Two steps backward and close heels. 

B. Repeat A, 9-1 6, but beginning right (movements to the opposite 

side). 



162 GAMES AND DANCES. 

Interlude. (2 Measures.) 

Part IV. (16 Measures.) 

A. 1 Cross-step to the left and then swing right leg forward. 

2 Balance-hop right forward, then swing-hop left. 

3 Repeat 2. 

4 Pirouette to the right. 

5- 8 Repeat 1-4 to the right side. 

B. 9-16 Repeat 1-8. 

Part V. (20 Measures.) 

A. 1 With a quarter turn left two running steps and a balance-hop left 

forward. 
2 Repeat to the right. 

3- 4 Step left sideward, place right foot backward, bend trunk left and 

wave right arm upward; repeat to the opposite side. 
3- 6 Repeat 1-2. 
7- 8 Repeat 3-4. 
9-10 Repeat 3-4. 

B. Repeat A, 11-20. 

Part VI. (Like Part IV, 16 Measures.) 

A. 1 Cross-step to the left and then swing right leg forward. 

2 Balance-hop right forward, then swing-hop left. 

3 Repeat 2. 

4 Pirouette to the right. 

5- 8 Repeat 1-4 to the right side. 

B. 9-16 Repeat 1-8. 

Interlude. (4 Measures.) 

Part VII. (Like Part I, 16 Measures.) 

A. 1-2 Schottische obliquely forward left and right. 

3- 4 Four swing-hops obliquely backward (left, right, left and right). 
5- 6 Schottische obliquely forward left and right. 



GAMES AND DANCES. 163 

7 Two swing-hops obliquely backward (left and right). 

8 Two steps backward and close heels. 

B. Repeat A, 9-16, but beginning right (movements to the opposite 

side) . 

Note: — With advanced pupils the waving of one or both arms 
may be added to the different steps where, now, this is 
omitted. 

Arm "waving'* corresponds to moving one or both arms to the commonly 
accepted * positions" — e. g., to the third position, or to the fifth position, etc. 

GATHERING PEASCODS (English). 
Victor Record 18,010 (No introduction — Dance is played once). 

Steps: Glide, running. 

Formation: Single circle of couples (five to eight), facing center, boy 
on left of girl. 

Music: Three parts, A, B and C. A and B, 6 measures each, re- 
peated. C, 8 measures, repeated. All played thre6 times. Polka rhythm 
(2 counts to a measure). 

Part I. 
Measures : 

A. 4. Join hands, eight glides left sideward (counts 1 to 8). 

2. Release hands and beginning right, make a whole turn right in four 
running steps (counts 9 to 12). 

6. Repeat above 6 measures, gliding right (counts 1 to 12). 

B. 6. Boys: Twelve glides left sideward, joining hands in a circle to 
places (counts 1 to 12). 

6. Girls: Same (counts I to 12). 

C. 2. Boys: Beginning right, three running steps forward and close, swing- 
ing arms obliquely fore-upward, clapping hands on count 3 (counts to 4). 



164 GAMES AND DANCES. 

2. Three running steps backward to places and close, as girls run 
forward and clap (counts 3 to 8) . 

2. Boys repeat measures 1 and 2 as girls return to places with three 
steps backward and close (counts 9 to 12). 

2. Boys return to places making a whole turn right in four running 
steps (counts 13 to 16). 

8. Repeat above 8 measures, girls beginning (counts 1 to 16). 

Part II. 

A. 2. Partners face. Beginning right take four running steps forward, 
passing partner left shoulder to left shoulder, turning inward toward partner 
on third and fourth counts (counts 1 to 4). 

2. Repeat, passing right shoulder to right shoulder, returning to place 
(counts 5 to 8). 

2. All make a whole turn right in four running steps (counts 9 to 12). 

6. Repeat above 6 measures (counts 1 to 12). 

B and C. Repeat B and C of Part I, girls beginning. 

Part III. 

A. 4. Partners face. Partners link right arms, and beginning right, with 
running steps, make a whole turn, and with running steps backward, return to 
places (counts I to 8). 

2. All make a whole turn right in four running steps (counts 9 to 12). 

6. Repeat above 6 measures, linking left arms (counts 1 to 12). 

B and C. Repeat B and C of Part I, finishing with bow for boys and 
courtesy for girls. 

Note — This dance is handed down from the religious ceremony of the 
Druids of Merrie England. In their nature worship to celebrate the coming 
of spring, they danced around a tree, and in order to secure a blessing, placed 
their hands on the tree. This is simulated in the clapping figure of the dance. 



GAMES AND DANCES. 165 

BLUFF KING HAL (English— May Pole Dance). 
Victor Record 17,087 (Dance is played once). 
Steps: Polka, heel-and-toe polka, skipping (light and joyous). 

Polka left: Hop right, "and"; step left forward, 1 ; bring right foot to 
left and put the weight on it, "and" ; step left forward, 2. 

Heel and toe polka sideward left: Place the left foot forward, heel 
touching, I ; place the left foot backward, toe touching, 2; hop on the right 
foot, "and"; step left sideward, 3; bring the right foot to the left heel and 
put the weight on it, "and" ; step left sideward, 4. 

Formation: Double circle of couples, boy on left of girl, left sides 
toward center. Couples numbered 1 , 2, 3, 4. 

Music: Introduction of 4 measures. Three parts of 8 measures. A, B 
and C. All played six times. March rhythm (2 counts to a measure). 

Introduction. 
Measures: 

4. With inside hands joined shoulder high, all stand with left foot 
pointed forward. Hold position through 4 measures of introduction (counts 
1 to 8). 

Part I. 

A. 6. Beginning left, twelve skip steps around pole (two steps to a meas- 
ure) (counts 1 to 12). 

2. With four skip steps, couples swing in facing pole, forming single 
circle, joining hands (counts 1 3 to 16). 

B. 2. Beginning left, advance toward pole in four skip steps, raising arms 
forward and upward (counts 1 7 to 20) . 

2. Same, moving backward (counts 21 to 24). 
4. Repeat above 4 measures (counts 25 to 32). 

C. 8. Partners face, join right hands and turn in sixteen skip steps. Fin- 
ish with boy inside with back to pole (counts 33 to 48). 



66 GAMES AND DANCES. 



Part II. 



A. 8. Beginning left, heel and toe polka sideward, repeat right, left, right 
(counts 1 to 16). 

B. 8. Join right hands and turn partner in eight polkas. On the last 
polka swing into a single circle facing pole with hands joined (counts 1 7 
to 32). 

C. 8. Beginning left, sixteen skip steps around pole counter-clockwise 
(counts 33 to 48). 

Part III. 

A. 8. Same as B of Part I (counts 1 to 16). 

B and C. 2. With four skip steps, all couples No. 1 advance toward pole 
and grasp ribbons with right hands (counts 1 7 to 20) . 

2. With four skip steps return to place and face partner, left toe 
pointed forward, the boy turned slightly toward pole, the girl away (counts 
21 to 24). • 

4. Couples No. 2 repeat same (counts 25 to 32). 

4. Couples No. 3 repeat same (counts 33 to 40). 

4. Couples No. 4 repeat same (counts 41 to 48). 

Part IV. 

A and B. 16. Winding pole. Beginning left, with thirty-two skip steps, 
girls move clockwise, boys counter-clockwise, make "grand chain," partners 
passing right shoulders first (counts 1 to 32). 

C. 2. Face center. With four skip steps all advance to pole, dropping 
ribbons (counts 33 to 36). 

2. All join hands and with four skip steps move back from pole 
(counts 37 to 40). 

4. Advance and retire again (counts 41 to 48). 



GAMES AND DANCES. 167 

Finale. 

At the finish ot the dance, the circle breaks and the first one leads off 
the group in skip steps, during the repetition of the music. 

Note — The May pole is about 12 feet high and should have a bright- 
colored streamer for each dancer. 

The skips are vigorous, with high knee raising, accompanied by side- 
w^ard trunk swaying. 

IRISH LILT (Irish). 
Victor Record 17,331 (Introduction, Chord — Dance is played six times). 

Steps: Cut, break, cut hop. 

Cut: Displace right foot by hopping on left and raising right leg back- 
ward, 1 (cut backward) ; displace left foot by hopping on right and raismg 
left leg forward, 2 (cut forward). 

Break: Jump to a side stride, 1 ; jump with feet together, 2; hop left, 
raising right leg backward, 3 ; hop left, swinging right leg forward, 4. 

Cut hop left: Cut backward with left, raising right leg backward, 1 ; 
hop left, swinging right leg forward, 2. 

Formation: Dance for individual. Class in open order as for free ex- 
ercises. 

Music: Two parts of 8 measures each, repeated. Two-step rhythm 
(2 counts to each measure) . 

Note — The figures are arranged according to difficulty and any num- 
ber of parts may be used. 

Part I. 
Measures : 

6. Place left foot forward in preparation: Twelve cuts alternately 
backward and forward (counts 1 to 12). 

2. Break right (counts 13 to 16). 

8. Repeat above 8 measures, beginning with right foot, finishing with 
break left (counts 1 to 16). 



168 GAMES AND DANCES. 

Part II. 

6. Beginning left, six cut hops backward (counts 1 to 12). 
2. Break right (counts 13 to 16). 

8. Repeat above 8 measures, beginning with right foot, finishing with 
break left (counts 1 to 16). 

Part III. 

2. Cut left backward, and place right foot backward (toe), 1 ; hop 
left and place right heel forward, 2; hop left and place right foot at left 
ankle, 3 ; hop left and swing right leg forward, 4 (counts 1 to 4) . 

2. Repeat, hopping right (counts 5 to 8). 

2- Repeat, hopping left (counts 9 to 12). 

2. Break right (counts 13 to 16). 

8. Repeat above 8 measures, hopping right, left, right and break left 
(counts 1 to 16). 

Note — Later add facing left on 1 ; facing right about on 2, and to the 
front on 3 and 4, and vice versa. 

Part IV. 

2. Beginning left and crossing in front, seven short running steps right 
sideward, then swing right leg forward and hop left (counts 1 to 4). 

2. Repeat left sideward, crossing right in front (counts 5 to 8). 

2. Repeat right sideward, crossing left in front (counts 9 to 12). 

2. Break right (counts 13 to 16). 

8. Repeat above 8 measures, running left sideward first, finishing with 
break left (counts 1 to 16). 

REAP THE FLAX (Swedish— An Industrial Dance). 
Victor Record 17,002 (Introduction, Chord — Dance is played twice). 
Steps: Running. 



GAMES AND DANCES. 169 

Formation : Front ranks of five, numbered from right to left. No. 1 of 

each rank is its leader. 

Music: Two parts of 8 measures each, A and B, played four times. 

Fast waltz rhythm (three counts to a measure). 

Part I (Gathering). 
Measures : 



A. 

to 6) 



Bend down to left as if gathering flax (counts 1 to 3). 
Straighten and bring hands to waist as if pulling flax (counts 4 



Throw flax to right (counts 7 to 9). 

Hands on hips (counts 10 to 12). 
4. Repeat above 4 measures (counts 13 to 24). 
B. All make a quarter turn right, so as to be in single file. No. 1 keeps 
hands on hips, others place hands on shoulders of ones in front. 

7. Beginning left, run in a circle, counter-clockwise, and return to 
place. Three steps to a measure, stamping on first count of each measure 
and bending toward stamping foot (counts I to 21 ). 

1. All place hands on hips, and with two stamps (right, left) make a 
quarter turn left (counts 22 to 24). 

Part II (Combing). 

A. 1. All reach down to the right (counts 1 to 3). 

1. Straighten as if picking the flax (counts 4 to 6). 
1. Throw forward as if over the hackle (counts 7 to 9). 
1 . Jerk arms toward body as if pulling flax forcibly through hackle 
(counts 10 to 12). 

4. Repeat above 4 measures (counts 13 to 24). 

B. 8. Same as B of Part I (counts 1 to 24) . 



170 GAMES AND DANCES. 

Part III (Spinning). 

A. 4. Nos. 2 and 3 step out of line, facing Nos. 3 and 4. Nos. 2 and 
4 and Nos. 3 and 5 join right hands. With twelve running steps, beginning 
left, circle clockwise (three steps to a measure, stamping on the first count of 
each measure) (counts 1 to 12). 

4. All face right about, grasp left hands and circle opposite (counts 
13 to 24). 

During these 8 measures No. 1 turns, facing other four. On first count 
of each measure clap hands and stamp with left foot, as if treading wheel. 
All finish in a straight line. 

B. 8. Same as B of Part I (counts 1 to 24) . 

Part IV (Weaving) . 

A. 8. All take same position as for A of Part III. In twenty-four run- 
ning steps No. 1 (the shuttle) runs under arches, passing between 2 and 3, 
5 and 4, turns right, and passes between 2 and 5, 3 and 4; turns right, and 
passes between 4 and 5, 3 and 2, back to original position. All finish in a 
straight line (counts 1 to 24). 

B. 8. Same as B of Part I (counts 1 to 24). 



GAMES AND DANCES 
FOR PLAYERS OF FOURTEEN YEARS AND OVER 



Eighth to Trpelfth School-Grades. 



RIDER BALL. (Mount Ball, Horse and Rider.) 

The players pair off according to height, strength and agility, and form 
a double circle, faces to the center, with from two to six paces interval 
between the pairs. Those forming the inner circle are the "horses" and those 
in the outer the "riders." The horses take a stride position sideways, bracing 
themselves by placing both hands on the knees (which should be kept 
■extended). The body is bent forward, in order that upon the command of 
the leader of the game to mount, the riders may readily mount by straddlmg 
their backs. The riders having mounted, a basket-ball is thrown from one 
to the other. The riders must hold themselves in place by the pressure of 
their knees, so that both hands are free for catching and throwing. When a 
rider misses catching the ball, all riders immediately dismount and flee. A 
horse quickly picks the ball up and commands all to halt. All riders then 
5tand still while the horse endeavors to hit any one of them, who may dodge, 
but not leave his place. 

If the player who aims at a rider succeeds in hitting him, places are 
exchanged, horses becoming riders and riders horses. If not successful, the 
game continues as before. The ball must at no time be held by a rider, but 
tossed as quickly as caught. The horses must not leave the circle, but may 
prance or turn around. The leader gives the commands to mount and 
determines the hits and misses. 

BATTLE BALL. (Bombardment — if played without clubs.) 

The playfield is about thirty by sixty feet, a center line dividing the 
field. The members of each team are divided into forwards and guards. 
Six or more clubs, or other suitable objects, are placed equally apart on the 
rear line of each field. Each club is guarded by a player. The object of 

171 



172 GAMES AND DANCES. 

ihe game is to knock down an opponent's club with a ball, or to throw a 
basket-ball through the opposing lines. When a club is knocked down the 
attacking side scores two points; when the ball passes through the opposing 
line (not higher than the heads of the players) the attacking side scores one 
point. The ball may be thrown by any player who may run up to the center 
line. As a rule, it is wiser to let the forwards do the throwing. If played 
with a medicine ball or with two basket-balls the game becomes very strenuous. 

HANDBALL. (Fives.) 

Handball is a strenuous game for a small number of players. Either 
one, two or three players constitute a team. The object of the game is to bat 
a small rubber ball with the hand against the wall. The ball must not make 
more than one bounce before being batted. It must be batted first by a member 
of one team and then by a member of the other team. The playfield, which 
should be perfectly flat, is about twenty feet square, lying in front of a wall 
of the same length and approximately ten to fifteen feet high. 

The game is played by four players, as follows: A player from Team 
No. I steps close to the wall, and with his hand bats the ball so vigorously 
against the wall that it rebounds beyond the "short line" drawn on the ground, 
usually about eight feet from the wall. If it falls short — z. e., within the 
short line territory — he tries again. If he again fails, or if the ball strikes 
him, he is out, and his team-mate plays the ball. We will suppose that the 
team-mate is successful and that he bats the ball across the line. The ball 
then must be returned (batted) by one of the players of Team 2 before it 
has bounced twice. If this is not done the side on the "ins" (Team 1 ) counts 
one point. The second player of Team 1 then begins a new play. This 
continues until the players on Team I do not return the ball correctly. Both 
players are then out. Team 2 thereupon is "in" and begins its scoring play. 
The players on the "ins" always are the ones who may score. The team 
first scoring 21 points wins the game. The ball played with is generally from 
two to three inches in diameter. A lively tennis-ball will answer. 
TETHER BALL. (Tether Tennis.) 

The object of the game is to bat a ball, which is hung (tethered) from 
the top of a pole by a stout cord until the cord is all wound around the pole. 
The ball may be batted either with a tennis racket, or a flat, wooden bat, 
about twelve inches long and four inches wide at the end. 




GAMES AND DANCES. 173 

Two players may play the game, or the two sides may be composed 
each of two or three players. 

Tether ball is an organized team game, for the conducting of which 
definite rules have been formulated. 

1. The pole shall be 12 feet above the ground, and shall be set 
in the center of a 5-foot circle. (See diagram.) The 

pole shall have a line marked around it 5 feet from the 
ground. 

2. A 12-foot Hne passing through the center of the 
circle shall divide the play space into two courts. (See 
diagram). 

3. The 9-inch ball shall be attached to a strong cord, so that it hangs 
3 feet from the ground. 

4. A team shall consist of three players; each player to take part in a 
game. 

5. The game shall be started by a player of the side winning the toss 
taking hold of the ball and batting it either to the right or left. The opposing 
player bats in the opposite direction. 

6. A point is made by winding the whole cord around the post, above 
the 5-foot line. 

7. After a point has been made, a player from the team opposite to 
the one that began the game starts the play. The third start is made by the 
last player of the first team (making three innings). 

8. The side scoring most points in the three innings wins the game. In 
a match three games shall constitute a set. 

9. Fouls are called as follows: (a) Stepping into the circle; (b) 
stepping into the opponents' court. 

1 0. A foul gives the ball into the hands of the opponent. He may, for 
the first strike, step into the circle on his side of play, in case the cord is 
wound up so far that he cannot bat the ball when standing outside the circle. 

FIELD BALL. 

Field ball has some of the features of basket ball and of captain ball. Its 
advantages are that the field of play may be adjusted to accommodate any 
number of players. Every four players have a field of approximately eight 



74 



GAMES AND DANCES. 



by sixteen feet for themselves, excepting the captains' fields, which have only 
three players. See the diagrams w^hich show the playfields and the positions 
for either eight, eighteen or thirty-eight players. 




8 PLAYERS 





X 





X 





X 





xio 




io 
















X; 




X 





X 


X 








XjO 





8 PLAYERS 



i X 

Io 

X 





X 





X 





X;0 


X 




Xi 






X 





X 





Xio 


X 





X 





X 





xio 


X 





X 





Xio 


XiO 


X 



38 PLAYERS 



The object of the game is to get a large, hollow ball (a basket ball) into 
the hands of the captain. At the beginning of the game (also of the second 
half) the referee tosses the ball up between two opposing players in the center 
of the field of play. Whenever a point has been made the ball is again tossed 
up in the center. Every time the captain of a side catches the ball his side 
scores one point. Every player has one guard, except the captain, who has 
two guards. 

Players are not allowed to step on or over the lines of their field. Within 
the field they may move about freely. If a ball is thrown out of bounds a player 
from the opposite side gets it and throws it in from the point where it crossed 
the side or end line. A foul shall be called on every player guilty of tackling, 
tripping, or any other form of rough and unfair play. If a foul is called the 
referee shall give the ball to a player of the opposite side standing nearest the 
center of the field of play for a free throw toward his captain. The guards 
in the thrower's field shall not interfere with this free throw. 

After five minutes of play the sides change places. 



GAMES AND DANCES. 175 

CAPTAIN DODGEBALL. 

The object of the game is for the players on Team A to hit the members 
of the opposing Team B with a large, hollow ball (basket-ball), except as 
noted below. 

Divide the players into two teams. Team A is placed on the outer 
side of the circle, which should be from forty to fifty feet in diameter. (See 
diagram.) The members of Team B are 
scattered around the inside of the circle, 
their captain being in the small circle in y\ 

the center. This circle is 3 feet in diam- x ^ "" ^ v 

eter. 

To start the game the referee blows ' R ^ 

the whistle, at the same time tossing the , /^ ^ \ 

ball to one of the players on Team A. ' (captain 1 ^ 

The players on Team B defend their ^ B ^ 

captain by trying to intercept the thrown v ,' 

ball. This may be done only by raising ^ • 

one's foot so that the ball rebounds from . '^ ^ ^ ^^^ 

the sole. (Warding off the ball with the A 

forearm may also be used.) If the ball 
touches any other part of the body of a 

player on Team B he is out and leaves the circle. If the captain is struck 
(who may not leave his circle) he remains in the game, but the captain of 
Team A has the right to pick two players of Team B and put them out. 
Members of the attacking team must always stand behind the line when 
throwing. Should a ball roll into the field of play a player of Team A may 
run in and toss the ball to one of his team-mates. At the end of three minutes 
(or any other specified time) count the number of players remaining on Team. 
B and credit them with so many points. 

The sides are then changed and the second half of the game played. 



176 GAMES AND DANCES. 

**KICK BALL IN A CIRCLE." 

The object of the game is to kick a basket-ball or a round football 
through the line of the opposing players. 

The game is played in a divided dodgeball circle, 45 feet in diameter, 

having tw^o foul fields as shown 
in the diagram. 

In a match game sixteen 
players form a team. 

The players are arranged 
to guard the back line (the cir- 
cle). 

Tw^o chasers or rovers sta- 
tioned near the center line are 
captains. 

A goal is made when a 

player on one side kicks the 

^ <?) ^^^^ across the line of the op- 

\^ 3 3 ^ posing side below the shoulders 

^ACK L\^^^ ^^ ^^ opponents. The ball 

must be kicked. It may be 
stopped by the feet and body only, not with hands or arms. 

The player who kicks the goal becomes captain. It is the duty of the 
captain to move around in the field of play, while his men guard the back or 
goal line. TTie men on the line as well as the captain may attempt to score 
whenever possible. 

The captains make all tries for free goals. A free goal is an attempt 
to score without any interference from the opposing captain, who must retire 
to the back line with his players during the try. 

A free try for goal is earned when the opposing side kicks the ball above 
the heads of the opponent players. 

Each player is expected to guard the space to his right. Should a ball 
pass between the legs of a player or anywhere between two players (below 
the shoulders) , a point is made by the opposite side. The ball is then put in 
play by the captain of the side scoring the point. 




GAMES AND DANCES. 



177 



Fouls are made : ( 1 ) When the ball is kicked through the foul fields. 
(2) When the ball is "handled" — i. e., touched by the hands or arms. (3) 
When an offside (crossing the center line) occurs. 

N. B. — The ball may be handled when thrown in from the outer field, 
or by the captain in placing the ball for a free try for goal. A free try for 
goal may be kicked from any point behind the center line. 

The game is 21 points. 

WALL BASEBALL. 

This game, requiring much skill, is played by two teams of nine players 
each. The players on the outs are placed as per diagram. If more or less 
players take part, these are placed to the best ad- 
vantage. The diamond may be regulation size. An 
indoor bat is used, and a lively ball the size of a regu- 
lar baseball, but covered with yarn. The home base 
is 1 2 feet from a blank wall. Five feet back of this 
is the pitcher's place. There is no catcher, but there 
are two shortstops. (See diagram.) The batter 
faces the wall, away from the diamond. On the 
wall are four upright lines, 8 feet high. The inner 
two lines mark the pitching space, which is 3 feet 
wide; the outer two the batting space, which is 9 , 
feet wide. 

In starting the game the pitcher throws the ball X 

toward the wall, so that it strikes the ground some- 
where in front of the wall, then strikes the wall within the pitching space, and 
finally rebounds toward the batter. As soon as he has thrown the ball he 
quickly steps to one side. 

When the ball reaches the batter he bats it against the wall, so that it 
strikes this inside of the batting lines. If the batted ball strikes outside of the 
batting space, or on the ground, it is a foul. The batter in trying to bat the 
ball is allowed to move forward and sideward, but not backward. From here 
on the regular baseball rules apply. 

This game can also be played by batting a tennis ball with the hand. 
The wall, in this case, should be closer to the diamond. 




178 



GAMES AND DANCES. 



■TT 
I 



4 



WALL 



O^^rO 



THREE PINS. 

The object of the game is to throw an indoor baseball from the scratch 
line, so that when rebounding from a wall the ball knocks down the pins 

(clubs, sticks, etc.), placed as per diagram. 
A team is composed of from six to ten play- 
ers. Each player has three balls that he 
throws as explained above. If the three 
pins are knocked down by the first, or by 
the first and the second ball, they are re- 
placed. It therefore is possible for a player 
to make nine points with his three throws. 
After the first player of one side has had 
his three throws, the first player of the op- 
posite team throws. This alternation con- 
tinues until all team members have thrown. 
The team having the highest number of 
points wins. 

With inexperienced players the distance 
between the pins and the scratch line may 
be shortened to 1 feet. 
The game also can be played with a. basket-ball. In this case the pins 
should be placed farther apart. 



lOPT 



JUMPING CIRCLE RACE. 

Formation — Two teams, each with about ten to fifteen players, form 
two circles, facing outward. 

The opposing runners always begm on opposite sides of the circle, both 
running in the same direction around the outside of the circle. Each runner 
holds a wand in his hand, the tip of which he drags on the floor, compelling 
the members in the circle to jump over it as it approaches them. The one 
returning first to his place scores a point for his team. The second members 
of the teams do the same, and so on until every one has competed. The 
team having the highest score wins. 




GAMES AND DANCES. 179 

CIRCLE RELAY RACE. 

Formation — A line of front ranks of twos in a circle formation, the 
members of the ranks being numbered one and two from left to right, all 
facing inward. All members numbered one starter of 

belong to team No. 1 and likewise members ^"^ -^ '^^^H^ ^ 

numbered two compose team No. 2. Any- ^^ 1" \ 

where from eight to fifteen players on a side X/ I /^ z \ 

may be used. (See diagram.) I , ^^^ \ 

The first members of each team should j '"^ \ 

be as nearly as possible diametrically oppo- | 
site each other on the circumference of the \ V^ 
circle. The first two start the game by run- \ 
ning once around the outside of the circle \ x 

and tagging the next member of their team. \ -i 

When the runners are going left around the ' "Starter of 

• 1 1 1 1 1 f 1 • "^2. TEAAA 

circle then the second member or their team 

is to their right. (See diagram.) The second member after being tagged 
takes up the race, runs once around the circle and tags the third member, and 
so on until every member of the team has taken part. Each member after 
finishing steps into the circle and returns to his original place. The team 
finishing first wins. 

To avoid confusion all members in the circle may sit on the floor, allow- 
ing only the two who are to run next to stand. 

The runners may also be made to carry an object such as a basket-ball, 
a small medicine-ball or a dumbbell, around the circle and pass it to the 
next one. 

HUMAN HURDLE CIRCLE RELAY RACE. 

This game is similar to the Circle Relay Race, all members of the circle, 
however, sitting on the floor and facing outward with legs straightened for- 
ward. Each runner while going around the outside of the circle must hurdle 
over the legs of those sitting in the circle. Otherw'ise this game is identical 
with the Circle Relay Race. 



180 GAMES AND DANCES. 

JUMPING CIRCLE RELAY RACE. 

This game is a combination of the Circle Relay Race and the Jumping 
Circle Race. The formation is a line of front ranks of twos, the members of 
the ranks being numbered one and two, all facmg outward. 

The first members of the two teams begin on opposite sides of the circle 
and run in the same direction around the outside. Each one carries a wand, 
the tip of which is dragged on the floor, compelling the members of the circle 
to jump over it. After completing the circuit the wand is given to the next 
team member, who does likewise. After passing the wand the runner steps 
into the circle and returns to his original place. The team finishing first wins. 

The members of the circle should be at least a double arm's length 
distarxe apart, and there should be at least eight players on a side, so that 
the circle will be sufficiently large. 

It may happen that one runner will try to overtake the other. In this 
case the runner who is doing the overlapping must pass on the outside of his 
com.petitor and must constantly keep the tip of the wand on the floor. 

COMBINATION VOLLEY BALL. 

If a teacher has players of great difference of skill in one class a game 
may be played that is a combination of batting and catching. 

From ten to twenty players on a side may be used. The unskilled 
play against the skilled on opposite sides of the net. The unskilled are 
allowed to catch the ball and return it by means of a throw. The skilled 
must bat the ball with the open hand and are not allowed to handle it. TTie 
rules concerning the service, out of bounds, etc., are the same as those of the 
regular volley ball game. 

In some cases it may be proper to play a girls' team against a boys' team 
by modifying the rules similar to the above. 

TAG FOOTBALL. 

Tag football is a team game which may be as highly organized as regu- 
lar football. It will develop the same skill and great physical activity as 
football does, without subjecting the players to serious injury. 

It is particularly adapted to players of fourteen years or more, and is 



GAMES AND DANCES. 181 

played either as a yard and gymnasium game, or as a match game on a regular 
football field. 

The object of the game is to advance the ball across the opponents* 
goal line, either by running with the ball, by passing or by throwing it. 

A basket-ball or football may be used for the yard or gymnasium game. 
The regulation football must be used for a match game, and such game should 
be played on a regular football field. 

Organization for a Yard or G}^mnasium Game — The players are or- 
ganized into two teams, each contaming eleven players, or more if the occa- 
sion requires this. There should be an equal number on each side, and there 
should be but seven players on the forward line. The rest would be re- 
garded as backs. 

The teams toss up a coin for possession of the ball or for the defense of 
a selected goal line. 

The teams line up the same as in a regular American football game, and 
the game is started by the blowing of the referee's whistle. 

After the calling of signals the ball is snapped back by the center to any 
one of the backs, who may pass it to any one of the members of the team. 
The players then endeavor to advance the ball toward their opponents' goal 
line. 

As soon as any member of the defendmg team succeeds in tagging the 
player who has the ball, the progress of the ball stops and a "down" is called. 
The game is then resumed from this spot. 

The attacking team is allowed four trials to advance five yards. (In 
an ordinary gymnasium the number of trials and the distance may have to 
be reduced.) If they do not succeed the ball is given to the opposing team. 
If the team in possession of the ball is successful in advancing five yards, "first 
down" is called, and they try to advance another five yards. If at any time 
during the play one player who is carrying the ball succeeds in getting past the 
opposing team and across their goal line, this play counts as a touchdown. 

A touchdown scores six points. 

The game should be in charge of a referee who calls all fouls, and de- 
cides all questions as to rules. 

The ball should never be kicked in this form of the game. Penalty, a 
loss of five yards. 



182 GAMES AND DANCES. 

Suggestions for Playing the Came — End runs and forward passes are 
especially adapted to this game. When held for "downs" the team may 
throw the ball into the opposing team's territory (instead of kicking it). 
However, the caller of signals must call out "kick formation," in order to 
distinguish it from a forward pass, and no other play must be attempted. 

Rules Regarding a Match Game — The players are organized as in regu- 
lar football; i. e., two teams of eleven members each. 

The regular football field is used, and the rules of regular football are 
applied with a few modifications. 

The team winning the toss either makes or receives the kick-off. After 
this the ball is snapped back by the center of the team in possession of the ball, 
at the begmning of every play. 

The team in possession of the ball is given three trials to advance ten 
yards. Failing to do so in the three trials the ball is given to the opposing 
team. 

The teams may form interference for end runs and other trick plays, but 
they may not use line bucking plays. Forward passes and end runs are best 
adapted to tag football because no tackling is allowed. When the runner 
carrying the ball is touched on any part of his clothing or person, he must 
stop and the number of the down is called. 

The penalty for fouls such as "off side," "tackling," etc., is a loss of 
five yards by the team making the offense. 

There shall be a referee, an umpire, a timekeeper and two linesmen. 

The game should be played in four quarters of fifteen minutes each. 
The time between quarters should be not less than two minutes. 

Tackling is not allowed. As mentioned above, the runner with the 
ball must be tagged. The decision of the referee is absolute and final on 
this part of the play. 

Penalty for tackling, loss of five yards by the team making the foul. 

The ball is kicked off at the beginning of each quarter and after a touch- 
down is made. The goal is kicked and a goal from field may be made from 
either a drop or a place-kick. The ball may be punted at any time by the 
team in possession of the ball. 

A touchdown shall count six points for the team which makes it. When 
a goal from touchdown is kicked it shall count one point. A goal from field 
shall count three points. 



GAMES AND DANCES. 



83 



GOAL BALL. 

Goal ball is a combination of basket-ball and soccer. It is especially 
adaptable to schoolyards and to cold weather, with the additional advantage 
that it may be played with large or small numbers with the same degree of 
interest. 

Little is required in the way of lines. The absolutely necessary ones 
are the goals and goal-keeper's space — described hereafter — while the others 
only facilitate the duties of the referee. Two posts (or perpendicular lines 
on a fence will answer) are 



placed 6 feet apart and 6 
feet high at each end of the 
playing space (diagram, 
a). A rope or bar is placed 
across the top of these posts 
(diagram, b) . This con- 
stitutes the goal (G) . With 
the line connecting the 
base of these posts as a 
base line, a square is 
marked out toward the 
middle of the field, which 
necessarily must be 6 feet 
square. This constitutes 
the goal - keeper's space 
(K). A circle, 18 inches 
in diameter, is placed in 
the middle of the field (O) , 
and another concentric to 
this with a diameter of 20 
feet (C). A line, 6 feet 
long, is placed parallel to 
the near edge of goal- 
keeper's space and 15 feet 
away, as a free-throw line 
(F). From the center of 



b 



K 

1 1 
1 1 




1 1 
1 1 
1 1 

/I 1 ^ 

; ! ■ ' 








fc?< 


^0 


^^ 


■^c 


,"' ^^^ 








> 1 




1 1 




r? 





FIELD OF PLAY, 6000 TO 30,000 SQUARE FEET. 



184 GAMES AND DANCES. 

this line a circle 20 feet in diameter is marked (M) and an alleyway laid 
out from the free-throw line to the near edge of goal-keeper's space (N). 
(All of these 20-foot circles and alleyways are not necessary except in 
regulation games.) 

The playing space may be any size or shape. It is inmiaterial whether 
it is 6000 square feet or 1 0,000 square yards, only the smaller the space the 
less should be the number of players. 

The players are divided into equal sides. A dodgeball or basket-ball 
is placed in the small, central circle. Two players, one from each side, with 
no other players nearer than ten feet, stand with one foot, toeing the 1 8-inch 
circle, and at a given signal seize the ball. The ball is advanced toward the 
goal by passing, a score being made when it is thrown between the goalposts 
and under the crosspiece. There should be two halves with a chcinge of goals. 

The following rules are suggested, though they may have to be changed 
with the evolution of the game: 

1 . There shall be one goal-keeper for each side, who is the only one 
who may enter the goal-keeper's space, though he is not compelled to stay 
there. If any one of those defendmg the goal, except the goal-keeper, shall 
enter this space, the ball shall be given to the other side, 5 yards away, for 
a free throw. If any part of the body of one of the aggressive team enters 
this space, the goal, if made, shall not count, and the goal-keeper shall throw 
the ball out with no one nearer than 1 feet. 

2. Running with or advancing the ball by one's self is prohibited, and 
in such case the ball shall be given to a player of the opposite side with no 
one nearer than 1 feet. 

3. Kicking the ball, holding, tripping, pushing and any unnecessary 
roughness shall be penalized in the same way as advancing with the ball. 
(See 2.) 

4. A free throw consists of a trial for a goal, at a distance of 5 yards 
from the near edge of the goal-keeper's space, with no one nearer than 10 
feet and no one in the alleyway between the goalkeeper and the one making 
the throw. 

5. TTiere are no out of bounds, and the play shall only be stopped 
as in above-mentioned cases and after scoring, in which case it shall be put 
in play at the center. 



GAMES AND DANCES. 



183 



6. One official is all that is necessary in a small field, though two may 
be an advantage when a large field is to be covered. 

PINBALL. 

Pinball is one of the many variations of Baseball. The game can be 
played in a limited space, both in the playground or in the gymnasium. The 
diamond is 27 feet square. Eighteen inches back of the 
home plate, three Indian clubs (or any similar or appro- ^ 

priate device) are placed on a triangle, the sides of which ^^ 
measure 1 5 inches. An indoor baseball and bat are used. 
Nine players placed like in baseball form a team. The 
pitcher may either roll or bowl the ball. In some places 
there is a rule that, in order to be fair, the ball must 
bounce once in front of the pins. 

If one club is knocked down by a pitched or rolled ball the batter is out. 
If two pins are knocked down the batter, as well as the next player, are out. 
If three pins are knocked down, three players are out. This retires the side 
just as if three players had been put out under the ordinary rules of baseball. 
Should a batter accidentally or intentionally knock down one or more pins 
the rules described above apply. The balance of the rules are like in baseball. 



Z^ 



FOOT BASEBALL. 

This is a game for older players, presenting a combination of several 
features of football and baseball. Like in baseball, the object of this game is 
to circle around the four bases and 
th(;reby score a run for the team. X 

1 . Teams are composed of nine 
players standing as indicated in the dia- 
gram (in large classes more players may 
be placed in the field.) 

2. No pitcher is needed. An oval 
football is used. The diamond is regu- 
lation size. 

3. The player opening the game 
takes the ball and, standing on the home 




186 GAMES AND DANCES. 

plate, kicks it into the field either by means of a punt, a dropkick or a place- 
kick. In doing this he is not allowed to step beyond the home plate. If he 
wishes to take one or m.ore steps before kicking the ball he must begin behind 
the home plate. 

4. Except as follows, the regular baseball rules then apply: 

(a) If the ball is kicked outside the foul line on a fly the player is out. 

(b) If the ball lands inside the foul lines and then bounces or rolls out, 
this is a fair play. 

(c) A player on a base cannot leave this base to run for the next one 
until the ball is kicked. 

(d) After a kick a player on a base may run until he is put out, accord- 
ing to the rules governing baseball, or thrown out (see (e)) or until the ball 
has been placed on the home plate by an opposing player. If a runner already 
has passed first base and is approaching second (or third) base after the ball 
has been placed on the home plate, he may continue until he reaches this base. 
This rule, however, shall not apply to a runner approaching the home plate; 
in order to score a run he must reach the home plate without being touched 
with the ball. 

(e) A player is out who when off the base is tagged with the ball in 
the hands of an opponent, or who when off a base is hit with the thrown ball. 

(f) A fielder may throw or kick the ball to his team-mates. 

(g) Three outs shall end an inning, and nine innings shall constitute a 
game. 



GAMES AND DANCES. 



87 



WICKET BALL. 

Wicket Ball is a modified form of Soccer Football. It may be played 
on any good sized gymnasium floor (or playground). The diagram shows a 

field 40 X 80 feet. It is wise to have some space outside the field of play, in 

order to keep the ball in play when it rebounds into the field when kicked 

across the side line. 



40' 



WICKETS 



RED WICKET GUARDS 



RED FORWARDS 



BLUE GOAL TENDER 



RED GOAL TENDER 



BLUE FORWARDS 



BLUE WICKET GUARDS 



WICKETS 




O = RED TEAM 
• = BLUE TEAM 



DIAGRAM OF FIELD. 



188 GAMES AND DANCES. 

Divide the playfield into two parts of equal size (40 x 40) . In the 
center of this Hne place a pair of jumping standards 5 feet apart. At a height 
of 5 feet place a jumping stick on the standards. At each end of the field 
place six wickets, equally spaced. At the center of each half of the playfield 
draw a cross line (call one Line X and the other Y). The space between 
Line X and the wickets is for the wicket guards, and can be invaded only by 
the goal tender and forwards of the opposite team. The same holds good of 
the space between Line Y and the wickets at the other end. The space be- 
tween Lines X and Y is the scrimmage field for the forwards and the goal 
tender of both teams. The goal is the space between the jumping standards, 
both above and below the crossbar. 

The wickets made of wood are three feet high and two and a half feet 
wide. (They are of light frame construction and may be made by the 
players. ) 

The ball is a soccer football. 

There are eleven players on a team, divided as follows: One goal 
tender, five forwards (who are named center forward, right inside forward, 
right outside forward, left inside forward, left outside forward) and five 
wicket guards. 

The game is commenced by the players taking their places upon the field. 
In the following description one team is called **Red,'* and the other **Blue.*' 
The goal tenders line up near the goal, the Blue tender taking his position on 
the Red side of the goal and the Red on the Blue side. The forwards then 
line up back of the center line, the Reds 1 feet back of the Blue goal tender, 
and the Blues 1 feet back of the Red goal tender. The wicket guards place 
themselves in the space between Line X and the wicket and between Line Y 
and the wicket. They are not allowed to leave this space throughout the game, 
except to recover balls kicked out of the field of play. After the players have 
taken their places, the referee stations himself on either side directly opposite 
the center goal, and calling "Play," rolls the ball into the field toward the 
goal. The goal tenders rush upon the ball and skirmish until one succeeds in 
kicking it to his team. The forwards shall not take part in this skirmish. The 
team having gained possession of the ball, by its being kicked to them by their 
goal tender, tries to retain it, and, by kicking and passing (see fouls) the ball 
backward and forward between their own men they attempt to score. A goal 



GAMES AND DANCES. 189 

can be made, first, by kicking the ball through the center goal under the cross- 
bar; second, by carrying (see fouls) it down the field and kicking it against 
the wickets; third, by kicking the ball over the crossbar; fourth, by score on a 
foul kick. If the forwards succeed in knocking over a wicket with the ball, 
or if a score is made from a foul kick, play is stopped and the referee begins 
the game again by rolling the ball toward the center goal. 

Points are made as follows: First, by one team kicking the ball under- 
neath the crossbar of the jumping standards, this counts two points; second, by 
kicking the ball over the crossbar and between the jumping standards, this 
counts four points (called a top goal kick) ; third, by kicking the ball against 
and knocking down any one of the wickets of their opponents, this counts 
four points; fourth, by scoring from a foul kick, this counts two points. 

TTie game is played in halves of ten minutes each. At the expiration 
of this time the team having the highest score wins. If the game ends with a 
tie, it is continued by starting with the ball rolled towards the center goal by 
the referee, and continues until one side scores, and so wins the game. 

Fouls — Fouls are made by any player touching the ball with his hands 
while the ball is in play; by pushing, tripping, striking and unnecessary rough- 
ness, or encroaching upon that part of the field set apart for certain designated 
players. 

Penalties — When a foul is made, a free kick is given to the opposing 
team from a line fifteen feet in front of the center of their line of wickets. The 
ball must be kicked from this line over the crossbar and between the jumping 
standard apparatus. By doing this, the side kicking the ball scores two points. 
In the event of not scoring, the ball continues in play without any stop in the 
game. If the ball is kicked out of bounds on any side of the field, it goes to 
the opposite team, and any player on that team has a free throw into the field 
of play from a point opposite the place where the ball went out of bounds. In 
the event of scoring from a foul kick, or kicking the ball agamst a wicket and 
knocking the wicket over, the referee stops the game and throws the ball into 



190 GAMES AND DANCES. 

the center of the field again for a skirmish between the goal tenders, and the 
game goes on as before. In the event of a score being made by either team 
while kicking the ball up and down the field (by kicking the ball above or 
beneath the crossbar and between the jumping standards) the game continues. 
Officials — A referee has charge of the game. Two scorers mark down 

scores as they are made, being especially watchful of the points made by 
kicking the ball underneath and over the crossbar and between the jumping 
standards. The referee's duty is to call out "ball under" or "ball over,** 
whenever the ball is scored in the above manner, in order to aid the scorers in 

their duty. 

The referee has sole charge of the ball and the players. He calls all 

fouls. 

The scorers put down the points made by each team, giving credit to the 

players making the points. They also mark down the fouls made against 

the player making the foul. 

Timel^eeper — A timekeeper shall be appointed by the referee before the 

game commences. 



GAMES AND DANCES. 



91 



VOLLEYBALL. 



0^ 



Character of the Came — Volleyball is a team game of skill and of 
moderate physical activity, developmg co-ordination and increasmg alertness. 

Its Use — It is especially adapted to a moderate number of boys and 
girls of 1 4 years of age or over. It 
is one of the few advanced team 
games that can be played indoors and 
outdoors with equal interest. 

Necessary Equipment — A rec- 
tangular space 25 by 60 feet; a net 
(similar to a tennis net) at least 
27 by 2 feet (a rope or cord will do 
for practice games) ; and a volley 
ball or very light basket-ball. 

Organization — The rectangular 
space or field of play is divided into 
two equal halves, 23 by 30 feet, by -O. 
a center line, above which the net is ^ 
stretched so that at least one foot ex- 
tends beyond, the side boundaries and 
so that the top of its center is 8 feet 
from the ground. (A smaller space 
may be used in practice games.) A 
line parallel to and 25 feet from the 
center line at each end of the field 
is called the serving line. 

The players are divided into 
two equal teams. The members of 
one team have regular positions as 
forwards, centers and backs on the 

one side of the net. The opposing team stands in similar positions on the 
opposite side. The object of the game is to bat the ball over the net with 
one or both hands, so that it falls within the opponents' field in such a way 
that they cannot return it; i. e., bat it back before it touches the ground. This 



SERVING LINE 



BACKS 



X 

CENTERS 



X 

FORWARDS 



^E-T- 3.- 



FOR WARDS 
O 



CENTERS 

o 



BACKS 

) O ( 

Serving line 



Tl 

H 



25 FT 



192 GAMES AND DANCES. 

batting back and forth over the net continues until one side misses; i e., allows 
it to hit the ground, or fouls in returning it. 

Definition of Terms — The player putting the ball in play is called the 
**server"; his team, the "serving" team or side, and the continuation of his 
putting the ball in play, "service." 

The opposite team player is called the "receiver"; and his team the 
**receiving" team or side. 

A fair ball is one that is batted over the net within the opponents' bound- 
ary lines, or touches any part of the opponents' body, before touching the 
ground, and after going over the net. 

A net ball is one that is batted, touches the top of the net and goes over 
the net within the opponents' boundary lines. 

The following are the rules for an official or match game: 

1 . Field — Shall be 25 by 60 feet with serving line 5 feet from each 
end, as described under "Organization." The boundary lines shall be visible 
from any part of the court. 

2. Ball — The ball shall be a regulation volleyball, not less than 26 
inches in circumference and 7 ounces in weight, nor more than 27 inches in 
circumference and 1 2 ounces in weight. 

3. A^e^ — The official volleyball net, 27 by 3 feet, shall be stretched 
tightly and fastened securely by its four corners, as nearly level as possible, 
and 8 feet from the ground at the center. 

4. Teams — Nine players shall constitute a team. 

A substitute may be entered any time the ball is not in play, but will not 
be entitled to serve until his team has received once. 

5. Officials — The referee has entire charge of the game. He shall 
decide when the ball is in play, when it is not in play, when a point has been 
made, when service is forfeited, and shall impose penalties for any violation 
of the rules. 



GAMES AND DANCES. 193 

Two linesmen, stationed at opposite corners of the court, shall assist the 
referee in deciding whether the ball strikes out of bounds. One of the lines- 
men shall also keep score. 

6. Length of Game — The game continues until one side scores fifteen 
(15) or twenty-one (21) points, as agreed to by captains before the game. 
For field day, where there are more than fifteen teams competing, the playing 
time shall be limited to twenty minutes, divided in equal halves. At the end 
of this time the best score wins. If tie, each team shall receive one more 
service; i. e., continue serving until the ball is lost to opponent. This is re- 
peated until the tie is broken at the end of a "double service." 

A game may be declared forfeited by the referee for violation of the 
spirit of the rules, score 21 to 0. 

7. Choice of Courts — If the team winning the toss made by the referee 
selects the service, the opposing team has the choice of courts, and vice versa. 

If one game only is to be played, the teams change sides after eleven 
points are scored. 

If more than one game is to be played (five games are usually a match), 
the teams change sides after each game and the team that received first now 
serves. 

8. Service — The ball is put in play by a player (the server) standing 
anywhere behind the serving line and batting a fair ball with one or both 
hands. If he bats a net ball, he is allowed another serve. 

Failure to serve a fair ball, serving two consecutive net balls, or failure 
at any time, to bat back fairly the receiving team's fair return, results in for- 
feiting the service to the opponents. 

The same player must serve until the service is forfeited to the opponents. 

9. Placing the Ball — All batting must be done with the open hand or 
hands. 

If a ball strikes any part of a player's body it shall count as though he 
batted it 

The ball may be batted anywhere on the batter's side of the court 
provided it does not touch the ground. 

In returning the ball (after it has been served over the net) it may be 



194 GAMES AND DANCES. 

relayed over the net; /. e., passed by batting from one player to another on 
the same side, provided no player hits the ball twice in succession. 

If a player hits the ball twice in succession it shall count as not being 
returned. 

Intentional delay of game forfeits that play (to opponents). 

After the ball has been put in play; i e., served over the net, a net ball 
is considered a fair ball. 

A ball going out of bounds, which is touched by a player before it 
strikes the ground, must be returned fairly or that play forfeited. 

A forfeited play carries the same penalty as failure to return the ball. 

The lines bounding the field of play shall be considered as part of the 
playing space. 

When the ball momentarily comes to a rest in the hands or arms of a 
player, and is not clearly batted, that particular play shall be forfeited (to 
the opponents). 

If a player touches the net with any part of his body, reaches over the 
net, or advances beyond the net, that particular play shall be forfeited (to the 
opponents) . 

If two opposing players simultaneously touch the net, the play stops and 
is started again by the serving team irrespective of what the result was. 

10. Scoring — Failure of the receiving side to return a fair ball counts 
one point for the serving side. (Note — This means that only the serving 
side can score.) 

1 1. Addressing the Officials — Only the captain of the team may ad- 
dress the officials. 

For violation of this rule, a point may be awarded to the opponents; and 
for the second offense, the player may be disqualified. 

12. Indecent Language — Any player may be disquahfied at any time 
for indecent language. 

13. Placers may 

Recover a ball batted into the net and which rebounds from it. 
Return a ball which is out of the field of play but yet in the air, to 
their own or to the opponents' field of play. 



GAMES AND DANCES. 195 

Touch or bat the ball after any other player on either team has touched It. 
If a team bats a ball into the net and it remains there, the play is for- 
feited by that team. 

Helps in Playing the Game. 

1 . Strike the ball with both hands. Always strike it lightly, except 
when serving; always strike the ball upward. 

2. Look for uncovered space in opponents' court and play the ball 
for space. 

3. Play together; cover your own space. Do not play all over the 
field. A player should be able to cover about 1 to 20 feet of floor space. 

4. Bat the ball from one player to another when possible. 

5. Watch the play constantly, and keep your eye on the ball. 

SOCCER FOOTBALL. 

Form No. 3. 

(Compiled and adapted to Grammar Schools by Geo. W. Rieger, Jr., 

Northeast Grammar School, Philadelphia, Pa.) 

Officials of the Came — A referee and two linesmen. The referee to 
decide all points of the game and warn players against rough playing. He 
may put a player out for rough playing. 

The linesmen mark the place where the ball went out of bounds and 
decide, when necessary, who put it out. 

The team shall consist of eleven (11) players, as follows : Goal-keeper. 
Fullbacks — Right fullback, left fullback. Halfbacks — Right halfback, 
center halfback, left halfback. Forwards — Outside right, inside right, center 
forward, inside left, outside left. 

TTiese players, in general, work as follows: The goal-keeper tries to 
prevent the ball from going between the goal posts. He may use any part of 
his body to do so while within his own penalty area (hands included). 

The fullbacks act as extra guards to the goal, and at least one of them 
keeps in the vicinity of the goal during the progress of the game, while the 
other one advances and retreats whenever it is necessary. They should as a 
rule make long passes. They form the second line of defense. 

The halfbacks keep some distance behind the for^vards who are to ad- 



196 

<- - 



V 



GAMES AND DANCES. 
-GOAL LINE 75YDS:-- 



I 
I 

00 

< 

o 

'l 
I 



K - 1 2 Y0S.-^6YD5+-8 Yp5.-i)t6YD5.-) ^ 

ooalIarea \ 

--20 °YDS -^T 



l2YD5.-i 



<s 



PENALT^ AREA 

44 YDS.- ^ 



R.F.B. 

X 



LF.B. 

X 



^ 



R.H.B. 

X 


C.H.B. 

X 

C.F. 

X 




LH.B. 

X 


O.R.W. I.RW^ 
X x/ 


KICK 


I.L.W 


O.L.W. 

X 


( 


Qpf-IOyd 


'j 




o o\ 

O.L.W. I.L.W> 


O 

C.F. 


/o 

I.R.W 


O 
'. O.R.W. 


O 
L.H.B. 


O 
C.H.B. 




o 

R.H.B. 



o 

c 
o 



m 
I 

o 
o 

-< 



O 
L.F.B. 



O 
R.F.B, 



CORNER FLAG 
5 FT.HIOH 

T^YD. 



PENALTY 
KI^K 



^> 



•I 



COALPOSTSj^S FT. HIGH 



^ 



GAMES AND DANCES. 197 

vance the ball and score goals whenever possible. They form the first line 
of defense. 

The forwards should play up against the halfbacks of their opponents. 

The Game. 

The duration of the game shall be 40 minutes, divided into two 20-minute 
halves, with an intermission of 5 minutes. 

Teams must change ends at the end of the first half. 

The winner of the toss shall have the option of the kick-off or the choice 
of goals. 

The game shall begm by a place kick from the center of the field (see 
plan of field) in the direction of the opponents' goal line. The opponents 
shall not approach withm the circle until the ball has been kicked off ; nor shall 
a player pass beyond the center of the field until the ball has been kicked off, 
even though the whistle has been blown. The game officially starts when 
the ball has been kicked off — not at the blowing of the whistle. 

After the change of ends at half time, the ball shall be kicked off by the 
side opposite to the one that originally kicked it off. The ball shall be kicked 
about the field until a goal is scored, or until the referee blows his whistle. 

The ThroTP-In — When the whole of the ball has crossed the goal line, 
other than between the goal posts, or passed beyond the side or touch lines, 
either on the ground or in the air, it is out of play. If it has crossed the side 
line it is thrown in by a player on the side opposite to the one that put it out. 
The player (usually a halfback) must throw the ball in by standing with both 
feet on the touch line and by raising the ball with both hands completely over 
his head. The thrower cannot play the ball until it has been played by 
another player. 

Goal KicI^ — When the ball is passed beyond the goal line by a player 
of the opposite side, it shall be returned to play by the goal-keeper or a 
fullback kicking it into the field from a point 6 yards in front of the goal post 
nearest which it was when it passed over the line. 

Corner Klcli — If the ball is played, accidentally or otherwise, behind 
the goal line by a player whose goal line it is, then a corner kick is awarded 
to the opponents. A corner kick is taken from the corner flag nearest which 



198 GAMES AND DANCES. 

the ball was put out. A goal cannot directly be scored from a corner kick. 
In all kick-offs no opposing player shall be within 1 yards of the ball. 

Fouls — Fouls are committed as follows: 

1 . When the ball is touched intentionally by any part of the hands 
or arms of a player. The referee is the sole judge of this. (Goal-keeper 
excepted as above.) 

2. When the referee catches a player dangerously charging, pushing, 
holding, tripping an opponent, playing unfairly, kicking at, or jumping at an 
opponent. 

Penalt]) for a Foul — A free kick in the direction of the goal of the player 
who made the foul shall be awarded at the place where the foul took place. 
Opponents must keep 1 yards away from the ball in a free kick. See 
Law 9, Referees' Chart. . 

Penalt]^ KicJ^ — When a foul is committed intentionally within the 
penalty area (or within 18 yards of the goal) a penalty kick is awarded 
the unoffending side. The ball is to be kicked from a point 12 yards in 
front of the goal. The penalty area must be cleared of all players except 
the kicker and the goal-keeper. The ball is in play as soon as kicked. 

Coals — The side scoring the greatest number of goals is the winner. 
(Each goal counts one point.) A goal is scored when the ball has passed 
between the goal posts and under the bar; not being thrown in, knocked on, 
or carried by any player of the attacking side. (If there is no bar the referee 
has the power to decide the scoring of a goal, if within his judgment the entire 
ball has passed through within bounds.) A goal may be scored from a pen- 
alty kick or as the result of a free kick awarded for a foul mentioned under 
No. 2 above. After a goal is scored the losing side shall kick off the ball from 
the center of the field as in the start of the game. 

Restarting the Came — In case of a temporary suspension of the game 
from any cause whatever by the referee, the ball shall again be put in play 
at the place it was at the time the play was suspended. The ball is dropped 
by the referee where it was when the play ceased. The ball is in play as 
soon as it touches the ground, and the ball must not be played until it does 
touch the ground. 



GAMES AND DANCES. 199 

Change of Players — A player may be changed during the game by 
notifying the referee at the time of change. (An adaptation.) A player 
removed by the referee for any offense cannot be replaced. 

Suggestions for the Game. 

1 . The game is best played by passing the ball from player to player 
along the wings, and then centered for a shot at the goal. 

2. Each player should play an opponent and stick to him unless he 
gets too far out of position. 

3. Pass the ball by short passes (except fullbacks). 

4. It is better to let the ball hit the body to stop it before kicking it 
than to attempt to kick it on the bounce or while it is in the air. A ball may 
at times be "headed" in preference to kicking in order to clear it. 

5. The center halfback should ever be on the alert and be one of 
the best players. This is the pivotal position on the team. 

6. The referee should decide when a player is "off side'* and award 
a foul accordingly. (For "off side'* see Referees' Chart.) 

Some Don'ts for the Game. 

1. Don't use your hands (except the goal-keeper). 

2. Don't let the ball intentionally hit the hands or arms. 

3. Don't charge violently, push, hold, trip, or kick an opponent. 

4. Don't get into a bunch; much running will thus be avoided. 

5. Don't get too far out of position (get back quickly). 

6. Don't charge the goal-keeper unless he is holding the ball or 
obstructing an opponent. 

7. Goal-keeper, don't carry the ball; throw or kick it away from the 
goal quickly . Do not carry the ball more than two steps. 

8. Don't stop playing until the whistle blows. 

9. Objections to referee's decisions or profane language should not be 
tolerated at any time. 

Lastly, do not be dressed too warmly. Take extra clothing to put on 
after the game or leave the field immediately. If possible, have a "rub-down" 
and change of clothing after playing. 



200 GAMES AND DANCES. 

Literature on the Subject. 

"The Football Association Game and Laws." (Price, 3 pence.) 104 
High Holborn, London, W. C., England. 

"Referees' Chart." (Price, by post, 2 pence.) F. J. Wall, 104 High 
Holborn, London, W. C, England. (Recommended for Managers.) 

"How to Play Soccer." (Price, 10 cents.) Spalding's Athletic 
Library. 

"Association Football Rules and Diagrams." (Price, 5 cents.) Wood 
& Guest, 1 32 1 Arch Street, Philadelphia, Pa. 

FROLIC OF THE BROWNIES. 

Music: "Frolic of the Brownies," by Harry S. Romaine. Published 
by Henry P. Vogel, Albany, N. Y. 

Moderate schottische tempo. The measure equals 4 counts. Omit the 
introduction. 

Formation: A column of front ranks of threes (fours or more), standing 
in open order. Hands at waist. 

Part I. (8 Measures.) 

Raise the left foot sideward in preparation for the first step. (After the 
dance is learned this may be omitted and a quick side-cut executed with the 
left foot.) 

1. Side-cut left (raising the right leg sideward) (a) and hop on the 
left foot (b) ; the same ri^ht (c and d). 1 measure. 

2. Rear cross-step left (a), side-step right (b) ; front cross-step left 
(c), hop on the left and raise the right leg sideward (d). 1 measure. 

3. Repeat I , beginning right. 1 measure. 

4. Four side-cuts, beginning right (right, left, right and left). The 
displaced leg is always raised sideward. 1 measure. 

5. As I , beginning right. 1 measure. 

6. As 2, beginning right (moving back to the starting point). 1 
measure. 

7. As 1 . 1 measure. 

8. Jump to the side-stride stand (a) ; jump to cross-stride stand, left 



GAMES AND DANCES. 201 

in front (b) ; jump to position (c) ; pause (d). This "finish" is frequently 
used and will be referred to as the finish of step a. I measure. 

Part II. (8 Measures.) 

The same as Part 1 , except that all movements are executed forward 
and backward instead of sideward. It begins with a front-cut and hop, etc. ; 
then the movements from place consist of three forward-running steps and 
hops with leg swings. To return to the starting place, these steps are later 
executed backward. The finish is the same as in step a, but beginning from 
the front- and rear-cut and hop instead of the side-cut and hop, as in step a. 
8 measures. 

Part III. (8 Measures.) 
Part I is repeated. 

Part IV. (8 Measures.) 

This part should be played pp., although marked /, as the steps are 
arranged accordingly. 

1. Step left forward on the toes, knee slightly bent (a), raise the right 
foot rear of left ankle and rise high on the toes of the left foot. A rocking 
movement should be apparent (b). The same movements backward, the 
left foot being raised in front of the right ankle (c and d). 1 measure. 

2. Three steps forward on toes, with leg swing forward, right, rising 
high on the toes of the left foot (not hopping) . I measure. 

During these two measures the left index finger is raised to the chm, 
indicating silence, while the right arm is raised obliquely side-downward, with 
the index finger pointing. On the last count of these two measures perform 
one-quarter turn right. The step may at first be practiced left and right 
forward without the one-quarter turn. 

3. As 1 , beginning right. 1 measure. 

4. As 2, beginning right (one-quarter turn right on 4). 1 measure. 
During the execution right, the positions of the hand and arm are, of 

course, changed. 

5. Repeat I to 4, always adding the one-quarter turn right on the last 



202 GAMES AND DANCES. 

<:ount of each step, so that the whole step will be performed on a right square. 
Finish with a small jump instead of leg swing on the last count of the last 
step. 4 measures. 

Part V. (8 Measures.) 

1 . Jump to side-stride stand with stamping (knees slightly bent) and 
straighten arms sideward, palms up (a) ; jump to stand, crossing left foot in 
front of right (knees slightly bent) and crossing arms (b) ; repeat (c) 
and (d). 

2. Step on left foot, raising right leg backward aind hop three times 
with whole turn left, raising left arm to half circle overhead and right arm side- 
ward. 

3. Same as 1, with crossing right foot in front of left on (b) and (d). 

4. Same as 2, only right. 

5. Repeat 1 to 4. 

Part VI. (8 Measures.) 
As IV, but performed on a left square. 

Part VII. (8 Measures.) 

As I, with alternate arm swings left and right sideward, accompanying 
the leg movements — e. g., when the left leg is raised sideward the left arm 
is raised sideward, etc. During the finish both arms move with the legs. 

Part VIII. (8 Measures.) 
As II. Hands at waist during the step. 

Part IX. (8 Measures.) 
As VII. 



GAMES AND DANCES. 

Venus-Reigen. 



203 



(WALZER.) 



1. 

M u Allegro. 










Josef Gung'l. 


f ^J^ a 








1 


1 i 1 


/ ' i ••» 1 


1 1 


1 


1 1 




J 


6> 4 — 


-! -1 -^ 


— 1 


^ :^ =1 


— ^^ 




V 




» e 


-*- 


sf 








J 1 






• • 


^•s^^ii ::^ » B 


1 F i* 


-^1 ^- ^ 


=1 ^ K 




-] * * 




tT ■+ * 1' 1 


-^ 1- 1 


• i- i- 


*— 1= t 









-I r;-^ 



i^d: 



T:3--t:: 



^-8^tl^ 



^i.ife3Ei=|; 



2!izz:^-t==:t: 



lei:*:: 



- »:^-^=^-p-^-i ^- 



:t=i^if 



1— I K 



uE^^-«-Ji-e-l-^E£- J---^.. 



-=!- 









I5--!^tI=t^ 



. , — ^_ 






Hg=t{- 



>t^ — ^— ." 



^•tz=t=t; 









:t=t:; 



-2- 



-:1= 



-^—^ 



^~ 



jrzitzz: 



-^-^- 



:t=zMr^ 



2 K 

n U ^- .m.. .0L. ,*. _-f 

— tj-ff — =1 — ^ — ^ — ^ 



fj 



f 



j»-.^«t. 



-:5-<s— * — I 



► -Jt — 






^^.-^t ig=t=;^= ii5=--^"-S--n 









:t=t 



|::=t=:t= 



_; 1 — 






=1- 



Jztizit: 






.. ...A. 



_-irz:ir: 



u-ii 



-^-T 



/ 

-m--m-- 



— sq — s; r. 



^£!?E: 



it?=t=: 



«»: 



zirjitzit: 



--!^--^SF-t: 



1=* 



:t:=: 



r 5" 



_S*zf 






204 



GAMES AND DANCES. 
Venus-Reigen. 









mm^ 



::^= 



7^~- 



.0L.' Jt. 



-2- 



rz--t=i^- 



-«5'--- 



-J- 






/ 



~^- 



— <5i— :- 






:tB— _— 



:*z^zMz 



P 



3. 






v-k-k" 



p 



r.ii-'*!^ 



-m- — m- 






:k=k=k= 



^ — ^ — ^- 



— ^- 



^=e: 



Jt=^=t=: 



:S--it: 






-^ — tl^- 






-I 1 1 

-t^— ^— 6^- 









:fe 






-.ii-« 



ft -m- 



-I — 



-I V 



^ IX 



J: 



-^ — m-- 









^- -^- -^- 

:k=k=k=: 









-I 1 1 — 






-I 1 









ill£±SE5Ef 



t^ 



V— t?— k" 



Kistt' 



S^i^^EE^ 






-^m—^% 



it^t: 



'V 



:^^' 



— -^! 



:i*=»: 



:t=t: 



_»•- *^i — ■■ — I — I — 
-- ii-X.-t-t-t-^ — 






:t:=t: 



\-m---Mkz 

--• -m 

f 



;*EIEf£ 






fe:. 



-Si- 

-rt<* — 
r-*f— 



4. 



V 



H3=iJ: 






-©»-- — 

r 



'-1-^-; 

-e'-- 






3=|Hf 



-I h 



->^--- 






3ESIEI 






-b«^- 



'p" '»"' 






GAMES AND DANCES. 
Venus-Reigen. 



203 



--ft 






f 






^—-- 



'-^ ^— 






-r ^- — Ti- 



lt: 






P 






-G>—:- 



^■- 



::]zK=m: 



:*=[:=t:J 



^^V 



=P 



iquKiiitzz 



^-t==t:: 



.^_i. 
g^--- 



-•s*-- 



11 

:t:zri 



M 



tt — r- 









r^ 



/ 






*-t 



:t:=t: 



-2- 



:t==r= 



irn^z.-^^ 



:t=l=P 






:i]: 



SENSES 



4E£ 



S-^-^ 






:!# 



5. 



^--- 



p 



t:=t:: 



:=^: 



::^=zq: 



:^=«: 



Jtzit: 



— I- 



-^-- 






:t=i:= 



'-'=\'- 



-,^—^- 



::t=q: 



:t=[:z 



-^-~ 



sf 






::^=q: 



:ti 



-I — 
-I — 



U 



K-i 



^ 1^ — I— 

H ; \-, 1 



1?*i*- 



piijiziq^ffizzft: 



:t:=P= 









zz-.5z^=tz:z 






:»z* 

It! 



:pE.zz*:|eq 



H* ' 



-I ^:s-r 



^^ 



-Mzzmr. 



:t==t:: 



lizzrizt: 



-fT. 



zz±: 



-S-- 



zzzz:|t:^^=zqzzbt: 
zt=i?iz={^z 



_u_u tSee i»; 

-t — , — -rzizt: 



-t-- 



z=t=p: 



£ 



=:!: 



ji=qz=:4: 



:*=1: 



;=4i; 






5^-T 



-^-$ 



ItIZ 



^-5^- 



r~ ^ r^' 



206 GAMES AND DANCES. 

VENUS REIGEN WALTZ. 

Music: "Venus Reigen" by Josef Gung'l. 

The music should be played very fast. 

Formation : Front column of any number, standing in open order. Hands 
at the waist. 

Part I. (32 Measures.) 

1 . Step left sideward, cross right in rear, bending the knees ; the same 
in the opposite direction. 4 measures. 

2. Two glides left sideward (2 measures), step left sideward, and 
cross right in rear, bending the knees. 4 measures. 

3. Repeat to the right. 8 measures. 

4. Repeat left and right. 1 6 measures. 

Part II. (32 Measures.) 

1 . Step left sideward ( 1 measure) , hop and swing the right leg forward 
(] measure) ; the same right. 4 measures. 

2. Three steps forward, one step to each measure, beginning left, and 
place the right foot forward. 4 measures. 

3. Repeat the first four measures. 4 measures. 

4. Three steps backward, beginning with the right foot, and place the 
left foot forward. 4 measures. 

5. Repeat forward and backward. 16 measures. 

Part III. (32 Measures.) 

1. Glide left forward (1 measure), and hop, raising the right leg 
backward (1 measure); step right backward and hop, swinging the left leg 
forward (2 measures). 4 measures. 

2. Two glides left sideward (2 measures), step left sideward, and 
cross right in rear, bending the knees (2 measures). 4 measures. 

3. Repeat to the right. 8 measures. 

4. Repeat left and right. 16 measures. 



GAMES AND DANCES. 207 

Part IV. (32 Measures.) * 

1. Step left sideward, cross right in rear, bending the knees (2 meas- 
ures) ; repeat to the right and left (4 measures) ; cross-step turn to the right 
(2 measures). 8 measures. 

2. Repeat to right. 8 measures. 

3. Repeat left and right. 16 measures. 

Part V. (32 Measures.) 

Repeat Part I, with neighbors' hands grasped shoulder-high, arms 
slightly bent, and with ranks moving in opposite direction — i. e., the first rank 
begins left, the second right, etc. 

Note — The first four parts may also be executed with hands grasped 
as in the fifth part. 



208 



GAMES AND DANCES. 

The Dorothy. 

(THREE STEP.) 
Mazurka or Redowa. 



Marcato. 



by J. Bodewalt Lampe. 
1 



L . 


-^M 'r? 


_^ ''»• 


^ m ' M ' m 


A 


rr^f-'^ 


"L^'-J.-^- 


*^— St; 


' ^ "M 


^-s-^ 






9 ^» • 


-^^ '-T^ — <*:iJ 


mf 

A 


/m\- Q 








^ « 


U*)' fl 




N» 


1 1 1 


11^ 


^^-^ 1 




•s 




1 1 •^ 


4 






-f- ^ ^ 


-m- '» ■ 






- 5 
4 2 



P 



^^ 



^g^^ 



:*:*: 



^^nr 



J. ^ » 



■4 5 



'# » 



aEar 



-t- — 1- 




^^^ 



*t 



irzzit: 



1>-^ 



5i-=3C 






=F=^- 



33: 



5 
4 a 



-I m^-^ 



-t- ^ 



t.^ 






3 2 14 3 5 1 



SS 



:^=ar 



^F=r 



Jt w. 



# : 



-M_». 



jEzzpr 



Copyright, 1911, by Jerome H. Remick & Co., Detroit and N'ew York. 



GAMES AND DANCES. 
The Dorothy. 



209 



2 


1 2 




4 
1 

r^ — ^ , 

h^^~l^ — 




1 J 1 J 1 J 


^ — * — ^— 


4= 

— 1 — ^ — 

- 1 S g"' 


/ 


« f 


^ s^^ f? !? 

-^ r h 


I, — ' — T — 1 


— ! f f 

i_^ 1 ^ ' 


IP ^ 

— « — 1 — t — 

L*__^ — H 



i 



u 
^ 



3 2 

1 1 



m ' • ^ - 



^Ff^ 



p=i^ 



1^=^ 



p^ 



^=J;^ 



1 — r- 



^ 



H h 



^fi- 



*=t^ 



i 



l=i^3E^ 



3^ 



g 



Hi! ^ 



JE^rjE 



^ 



^ 



I J I J ra 



H •-S-H 



- I J I -I 



r — I — r 



i=£ 



*=* 



f— 1 



*=g: 



S 



f^ 



:|=t 



H 1- 



1 ^ 






1 2 



5 5 3 

2 2 5 *' 

1 1 :< 4 

I'll 3 _U__U 



I #T g' 



P 



^E3 



i3 



^ 



* PE 



5 



H h 



^ 






J: 



+^ H 



^* 



i 



g 



^ 



210 



GAMES AND DANCES. 

The Dorothy. 



li^izip: 



:^: 



^ 



*=t 



^Ei-- 



'»-^=K- 



^*t 



i^ 



22: 



3-^ 



'W ■" 



3 2 14 3 5 



^ Fink. 



» * 



:^*: 



^ 



-i=^=^^=^ 



m 



^ 



: N ^ : 



S=» 



S=£sf 



-jS- -jt 



% 



0L. 



t=-V 



±=t: 



4t=p: 



^^ 



Trio. i)o/ce. 

3 2 1 






^"^ 



:*=1=*: 



-^:i7- 



r^*- 



-^L_^ 



.^i ^ 



!zi3: 



=f 



EE^ 



±^: 



-W- b 



jTE— _=Pe: 



^"^M- 



:Ne=^ 



^1 — r- 






^^fS^ 



3 2 1 



-^ — F^ — P«^ 



jg -^-^-1~l t 



1 2 



H i 



-ir — ^- 



^i.^^. 



"fiL^ i^ 



ji? — ^ 



_^i — A- 



iE* 



I^SE 



:je=^ 



1* ¥- 



:t:t:E 



r 



1 6 2 



S3 4 154212 

2 2 2 i^BMMI^H^ 2 5 

— . — — .r I III 1431 ^m 






^m 



-\- 



^^:^t-t 



% 



=^i=*- 



m 



-w — m- 

-I 1 — 

1 — h- 



# m 



h=^%:. 



-I h 



O Jfarcalo. 



GAMES AND DANCES. 
The Dorothy. 



21 




SS^ii3r 



/ 



^F 



P- -f"-^ 



i I 



t=^t 



=^: 



^= 



rP-' 







Z^JlIKZlZJC 



is^ias^33f 



jBztnzar 



-#^ — *i 



?j 



/ 



-m — «- 



iszzz*:: 



:p=^*^ 



" • »' 



^ P- 



-i — r- 



S^t 



1 — r 



5 _3 




3F 



^^ 



->J^^- 



ias 



-^r^= — ^^ 



-m^ ^-H* 

"^^=^"^^3:^ 



3C^— -^^= »^ 



^^ 



:«=* 



1^^ 



3E^ 



3^ 



g—g^ 



3E=|t: 



3Ezr^^ 



^E=:t:^ 



^ 



r-^- 



-[ — r 



_ 1 — ^ 1—^ — i 1 1 — I — I — I — I — I 1_^( — ^—^ — tdS~ 



_ 7). C. al Fine. 

a A 



-jy Jy- 



-lt_«- 



1 1 H 



1 1- 



*-*^ 



1 » » 



-r- — h 



=e=fc 



1 — r- 



f^ 



212 GAMES AND DANCES. 

ALUMNI THREE-STEP. 

Music: "The Dorothy,*' by J. B. Lampe. PubHshed by Jerome H. 
Remick Company, New York and Detroit. 

Part I. (16 Measures.) 
Hands at Waist 

Measures 

A. 1 GHde-cut-leap left sideward 1 

2 Place right foot crossed in rear and bend knees (courtesy) 2 

3- 4 Repeat 1 and 2 right sideward 3-4 

B. 5 Two mazurka-hops left sideward 5-6 

6 Glide-cut-leap left sideward 7 

7 Place right foot crossed in rear and courtesy 8 

C. 8 Glide-cut-leap right sideward 9 

9 Place left foot crossed in rear and courtesy 10 

10-1 1 Repeat 8 and 9 left sideward 11-12 

D. 12 Two mazurka-hops right sideward 13-14 

1 3 Glide-cut-leap right sideward 15 

14 Place left foot crossed in rear and courtesy 16 

Note — The change-step may be substituted for the glide- 
cut-leap, to make this part of the dance easier. To 
increase the difficulty of the dance, appropriate arm- 
waving may be added to the mazurkas or to any 
other part. 

Part II. (16 Measures.) 

Arms Are Raised Sideward. 

Measures 

A. 1 Three glides obliquely left forward 1 

2 Waltz-balance (or mazurka-balance) left sideward .... 2 

3 Waltz-balance right sideward • 3 

4 Waltz-balance left sideward 4 

B. 5- 8 Repeat 1 -4 to the opposite side 5-8 



GAMES AND DANCES. 213 

Measures 

C. 9-12 With a slight turn left repeat 1-4 obliquely left backward 9-1 2 

D. 13-16 With a slight turn right repeat 1-4 obliquely right back- 

ward 13-16 

Note — During the balance-steps the arm on the side op- 
posite to the step is waved forward — e. g., balance- 
step obliquely left forward and wave right arm 
forward. The waving can also be obliquely up- 
ward. 

Part III. ( 1 6 Measures, like Part I.) 

Hands at Waist, 

Measures 

A. 1 Glide-cut-leap left sideward 1 

2 Place right foot crossed in rear and bend knees (courtesy) 2 

3- 4 Repeat 1 and 2 right sideward 3-4 

B. 5 Two mazurka-hops left sideward 5-6 

6 Glide-cut-leap left sideward 7 

7 Place right foot crossed in rear and courtesy 8 

C. 8 Glide-cut-leap right sideward 9 

9 Place left foot crossed in rear and courtesy 10 

10-1 1 Repeat 8 and 9 left sideward 11-12 

D. 12 Two mazurka-hops right sideward 13-14 

1 3 Glide-cut-leap right sideward 15 

14 Place left foot crossed in rear and courtesy 16 

Part IV Trio. (16 Measures.) 

Arms Are Raised Sideivard. 

Measures 
A. I Three steps forward 1 

2 Point right forward, bend trunk forward and lower right 

hand over right foot 2 



214 GAMES AND DANCES. 

Measures 

3 Straighten trunk and again raise right arm sideward. ... 3 

4 Bend trunk right sideward and wave left arm obHquely 

upward 4 

B. 5- 8 Repeat 1 -4 to the opposite side 5-8 

C. 9 Three steps backward 9 

10 Point right forward, bend trunk forward and lower right 

hand over right foot 10 

1 1 Straighten trunk and again raise right arm sideward .... 11 

12 Bend trunk right sideward and wave left arm obliquely 

upward 12 

D. 13-16 Repeat 9-12 to the opposite side 13-16 

Part V. (16 Measures.) 

Hands at Waist. 

Measures 

Two mazurka-hops obliquely left forward 1-2 

Double balance-hop-turn left (arabesque) 3 

Two stamp-steps (right, left) 4 

Repeat 1 -4 to the right 5-8 

With a slight turn left two mazurka-hops obliquely left 

backward 9-10 

Double balance-hop-turn left 11 

Two stamp-steps (right, left) 12 

Repeat 9-12 to the right 13-16 

Note — During the mazurkas the opposite arm may be 
raised upward. During the balance-hop-turns the 
arms may be raised diagonally. 

Part VI. (Like Part IV Trio, 16 Measures.) 
Arms Are Raised Sideward. 

Measures 
A. 1 Three steps forward 1 



-M-. 


1 - Z, 

3 




4 


B. 


5- 8 


C. 


9-10 




11 




12 


D. 


13-16 



GAMES AND DANCES. 215 

2 Point right forward, bend trunk forward and lower right 

hand over right foot 2 

3 Straighten trunk and again raise right arm sideward .... 3 

4 Bend trunk right sideward and wave left arm obliquely 

upward 4 

B. 5- 8 Repeat 1-4 to the opposite side 5-8 

C. 9 Three steps backward 9 

10 Point right forward, bend trunk forward and lower right 

hand over right foot 10 

1 1 Straighten trunk and again raise right arm sideward .... 11 

12 Bend trunk right sideward and wave left arm obliquely 

upward 12 

D. 13-16 Repeat 9-12 to the opposite side 13-16 

Parts VII, VIII and IX are like parts I, II and III. Repeat these as 
written. 

HIGHLAND SCHOTTISCHE (Scotch). 
Victor Record 17,331 (Introduction, Chord — Dance is played six times). 

Steps: Schottische, or three step swing hop. 

Schottische step (right sideward) : Step right sideward, 1 ; cut the right 
foot sideward, 2 ; step right sideward, 3 ; hop on the right foot, swinging the 
left leg forward (knee slightly bent), 4. 

Three step swing hop left: Three running steps forward (left, right, 
left), 1, 2, 3; hop on left foot and swing the right leg forward, 4. 

Formation : Single circle of couples, facing center, boy on the left of the 
girl. 

Music: Two parts of four measures each. Schottische rhythm (four 
counts to each measure). 

Part I. 

Measures : 

1 . Partners face. With left arm raised to a half circle overhead, right 
hand on hip. Hop left and place right foot sideward, 1 ; hop left and raise 



216 GAMES AND DANCES. 

right foot in rear of left knee, 2 ; hop left and place right foot sideward, 3 ; 
hop left and raise right foot in front of left knee, 4 (counts 1 to 4). 

1. Schottische step right sideward (counts 5 to 8). 

2. Repeat above 2 measures opposite (counts 9 to 16). 

Part II. 

2. Partners link right arms, and beginnmg right execute two schottische 
steps forward (same as sideward, but stepping fonvard) (counts 1 to 8) . 
2. Repeat above 2 measures, linking left arms (counts 1 to 8). 

Note — The dance may be made progressive by partners moving for- 
ward and in opposite directions on the last schottische step. 
The three step swing hop may be substituted in Part II. 

OXDANSEN (Swedish). 

Victor Record 17,003 (Chord — Dance played six times). 

Formation: Couples; partners in two different lines three feet apart. 
Those in the line on the left are No. 1 , others No. 2. 

Music: Three parts of 8 measures each. A, B and C, all played six 
times. Polka rhythm (2 counts to a measure). 

Part I (Salutation). 

Measures: 

Partners face. Hands on hips. 

A. 2. No. 1 makes a deep bow (lower trunk forward), 1, 2; and 
straightens, 3, 4; while No. 2 bends knees, 1, 2, and straightens, 3, 4 (counts 
1 to 4). 

2. No. 1 bends knees while No. 2 bows (counts 3 to 8). 
4. Repeat above 4 measures (counts 9 to 16). 

B. 8. Same as A, with quicker rhythm, 2 counts to a movement (counts 
1 to 16). 

C. 2. No. 1 with hands clenched in front of chest, elbows high, two gal- 
lops left sideward, flinging the arms sideward, 1,2; step left sideward, 3 ; 



GAMES AND DANCES. 217 

close right foot to the left with a stamp, bringing the fists in front of the 
chest, 4 (counts 1 to 4). 

2. Repeat right (counts 3 to 8) . 

4. Repeat above 4 measures (counts 9 to 16). 

No. 2 does the same, beginnmg to the right, moving in the same direc- 
tion as partner. 

Part II (Treading on Toes). 

A. 2. With hands on hips, hop on right foot and place left foot forward" 
and hold position (counts 1 to 4). 

2. With a hop change position of feet and hold (counts 5 to 8). 
4. Repeat the above 4 measures (counts 9 to 16). 

B. 8. Same as A, with quicker rhythm, 2 counts to a movement (counts 
I to 16). 

C. 8. Same as C of Part I (counts 1 to 16). 

Part III (Jostling of Elbows). 

A. 2. With hands on hips, all make a quarter turn left, with a jump (so 
that right elbows touch) and hold, each looking directly at the other (counts 
1 to 4). 

2. Both make a half turn right (jumping), with left elbows touching, 
and hold (counts 5 to 8). 

4. Repeat the above 4 measures (counts 9 to 16). 

B. 8. Same as A, with quicker rhythm, 2 counts to a movement. Finisb 
facing partner (counts 1 to 16). 

C. 8. Same as C of Part I (counts 1 to 16). 

Part IV (Hair Pulling). 

A. 2. Each places right hand on partner's head. No. 1 pulls No. 2*s 
head forward and holds (counts 1 to 4). 

2. No. 2 raises head and pulls No. I's head forward (counts 5 to 8). 
4. Repeat above 4 measures (counts 9 to 16). 

B. 8. Same as A, with quicker rhythm, 2 counts to a movement (counts 
1 to 16). 

C. 8. Same as C of Part I (counts 1 to 16). 



218 GAMES AND DANCES. 

Part V (Punching). 

A. 2. Hands on hips. Thrust right diagonally forward, turning and 
bending trunk to left (fist under partner's right arm), and hold (counts 1 
to 4). 

2. Same, thrusting left, replacing right hand on hip (counts 5 to 8) . 
4. Repeat the above 4 measures (counts 9 to 16). 

B. Same as A, with quicker rhythm, 2 counts to a measure (without replac- 
ing hands on hips) (counts 1 to 16). 

C. 8. Same as C of Part I (counts 1 to 16). 

Part VI (Boxing). 

A. 2. Hands on hips. No. 1 makes a vigorous movement with right arm, 
as if boxing No. 2's left ear, and holds position. At the same time No. 2 
bends trunk right and claps hands at the right side, flinching as if struck 
(counts 1 to 4). 

No. 2 boxes ears while No. 1 claps (counts 3 to 8). 
4. Repeat the above four measures (counts 9 to 16). 

B. 8. Same as A with quicker rhythm, 2 counts to a movement (counts 
ltol6). 

C. 8. Same as C of Part I (counts 1 to 16). 

At the end they hold the position, with clenched hands, looking sternly 
at each other, then shake hands. 

This dance had its origin m the beginning of the eighteenth century at 
a college in Karlstad, Sweden, when freshmen, nicknamed **oxen," were made 
to perform it before the sophomores. The movements represent a mock fight. 

RUFTY TUFTY (English). 

Victor Record 18,009 (No introduction — Dance is played once). 
Steps: Running, balance step. 

Balance step: Step right sideward, 1 ; place the left foot front of right, 
and rise on toes, "and"; lower heels, 2; repeat left, 3 and 4. 

Formation : Sets of four, consisting of two couples facing each other, boy 
on the left of girl. 



GAMES AND DANCES. 219 

Music: Three parts, A, B and C. A and B, 4 measures each, repeated. 
C, 6 measures, repeated. All played three times. Polka rhythm (2 counts 
to a measure). 

Part I. 
Measures: 

A. 2. Beginnmg right, all take three short running steps forward and 
close (counts 1 to 4). 

2. Same backward (counts 5 to 8). 

4. Repeat above 4 measures (counts 1 to 8). 

B. 4. Partners face, balance step (with leap on first count) right and left 
sideward and a whole turn right in four running steps (counts I to 8). 

4. Repeat above 4 measures (counts 1 to 8). 

C. 2. Couples face away from each other, partners join left hands, and 
beginning right, three short running steps forward and close (counts 1 to 4) . 

2. Face about, turning inward, join right hands and repeat measures 
1 and 2 to places (counts 3 to 8). 

2. Whole turn right in four running steps (counts 9 to 12). 

2. Boys face left, girls right, join right hands with opposite. Begin- 
ning right three short running steps forward and close (counts I to 4). 

2. Face about, turning inward, jom left hands and repeat measures 

I and 2 to places (counts 3 to 8) . 

2. Whole turn right in four runnmg steps (counts 9 to 12). 

Part II. 

A. 2. Partners face. Beginning right, take four runnmg steps fonvard, 
passing partners left shoulder to left shoulder. Turn mward toward partner 
on third and fourth counts (counts 1 to 4). 

2. Repeat, passing right shoulder to right shoulder, returning to places 
(counts 3 to 8). 

4. Repeat above 4 measures (counts 1 to 8). 

B and C. Same as B and C of Part I. 



220 GAMES AND DANCES. 

Part III. 

A. 4. Beginning right, with running steps, partners hnk right arms, make 
a whole turn, and with running steps backward, return to places (counts 1 
to 8). 

4. Repeat, linking left arms (counts 9 to 16). 

B and C. Same as B and C of Part I. 

RITKA (Hungarian). 

Victor Record I 7,003 (Csardas) (Introduction, Chord — Dance is played 
three times. The remainder of the record is not used). 

Steps: Schottische, balance step, lame step. 

Schottische step left forward: Step left forward, 1 ; cut the left foot for- 
ward, 2 • step left forward, 3 ; hop on the left foot, swinging the right leg for- 
ward (knee slightly bent), 4. . 

Step obliquely forward with outer foot, 1 ; bring the instep of the inner 

foot to the heel of the outer foot and rise on toes, "and" ; lower heels, 2 

"and"; step obliquely backward inward with inner foot, 3; bring the outer 

foot to the mstep of the inner foot and rise on toes, "and" ; lower heels, 4 

and. 

Formation : Double circle of couples, boy on left of girl, left sides toward 
center, inner hands grasped, outside arms raised obliquely side-upward. 

Music: Two parts of 8 measures each. Schottische rhythm (4 counts 
to a measure). 

Part I. 

Measures: 

2. Beginning with the outer foot, two schottische steps forward (counts 
I to 8). 

I . Balance step obliquely forward outward, 1,2; balance step ob- 
liquely backward inward, 3, 4 (counts 9 to 12). 

1. Jump to a cross stride (outer foot in rear), I ; to a side stride, 2; 
feet together, 3; pause, 4 (counts 13 to 16). 

4. Repeat the above 4 measures, beginning with the inner foot (counts 
17 to 32). 



GAMES AND DANCES. 22 



Part II. 



1 . Partners face. Right arm raised to a half circle overhead, left 
hand at waist. Each moves to the left. Beginning left, step left sideward, 
1 ; cut left foot, bending right knee slightly, 2; repeat, 3, 4 (counts 1 to 4). 

1 . Jump to a cross stride, I ; side stride, 2 ; feet together, 3 ; and 
pause, 4 (with arms moving from a crossed position in front, I ; to a sideward 
position, 2; hold, 3, 4) (counts 3 to 8). 

1 . Link right arms with new partner, outer arms obliquely side-upward. 
^^hole turn in two lame steps. (Hop right and step left forward, I ; step 
right forward, 2; repeat, 3, 4) (counts 9 to 12). 

1 . Jump to a cross stride, I ; side stride, 2 ; feet together, 3 ; and 
pause, 4 (arms moving as above) (counts 13 to 16). 

4. Repeat the first 4 measures of Part I (counts I 7 to 32). 



APPENDIX I. 



The Revival of the Play^ Spirit in America — A Pageant. 



In a beautiful country, many years ago, so a real story tells us, every one 
led a free and happy life, until one day an evil appeared. The evil, small at 
first, by and by grew so big that misery and discontent prevailed throughout 
the land. TTien, one day, a fairy came and, wafting her wand, dispelled the 
evil, and so brought happiness once more to all. 

So it was in our country before the time of cities, when every man's play- 
ground lay before his own door. The happy life in the open was free to all. 
This passed with the establishment of villages and towns, which, through the 
advantages of closer living, grew into cities. 

The lure of the city, with its promise of wealth and success, attracted 
great numbers of men and women. Their gain proved their loss when the 
city robbed their children of the chance to play and the active life of their 
forefathers. 

In recognition of this loss the gospel of purposeful physical education is 
now being preached, so as to give to every one the great knowledge of how 
best to use his leisure so that health and happiness may once more be the privi- 
lege of all, and in a small measure compensate for the adventure, romance and 
beauty that have passed. 

THE PROGRAM. 
Overture — '*Zampa" Herold 

Prologue. 

The Suppression of the Pla]^ Spirit. 

The Play Spirit of the human race, symbolized by little chil- 
dren, expresses itself in dance and play. 

"The Secret" Cautier 

The play is mterrupted by the appearance of Civilization, who 
majestically advances. 

The Play Spirit is suppressed as Civilization, with its modem 
economic conditions, dominates the scene. 
"Pomp and Circumstance" Elgar 

222 



GAMES AND DANCES. 223 

Scene I. 
The Land of the Red Man. 
(America an Ideal Playground.) 
•The Red Man" Sousa 

The Indian chief and braves come seeking new hunting 
grounds. The squaws and children follow, bringing to the new 
village the trappings of the tribe, which they put in order while the 
youths and men engage in games and dances. 
"Natoma" Victor Herbert 

An Indian youth brings news of strange white men coming 
toward the village. In great excitement all gather together and 
await their approach. 

Scene II. 

Arrival of the White Man. 

A group of early settlers, in their explorations, come upon the 

Indian village. They wish to trade for the land. The Indians 

agree, after much bargaining, to give up land for the finery and 

trinkets offered them. 

The new settlers establish the claim and go to bring their 
fellow-colonists. 

Scene III. 
The Playground Occupied by the White Man. 
During the early years of our history, the settlers had to hunt, 
fish, clear and plant the land and build homes. Yet in their leisure 
there was time and spirit for the rollicking dances of the farmers and 
milkmaids and for the celebration of the hunters' and fishermen's 
day's success. 

"The Shepherds' Dance" German 

"Gathering Peascods" — Folk Dance Music Cecil Sharpe 

Scene IV. 

Establishment of the City. 

"Polonaise Militaire" Chopin 



224 GAMES AND DANCES. 

The spirit of progress prompts men and women to seek new 
careers through the various avenues of manufacturing, education, 
commerce, science and the arts. 

The country of yesterday becomes the city of today. 

Scene V. 
The Mad Rush of Modern Times. 
(A Typical Street Scene.) 
In the tenseness and crowdedness of city life, of modem com- 
petition and eagerness for careers, money becomes the great driving 
power, and in the blind rush of the motley throng, there is no time 
for play. 

Scene VI. 
Revival of the Pla^ Spirit. 

*'Marcia Militaire" ! Vessella 

Modern physical education recalls the lost Play Spirit. 
The dance of the little children typifies the revival of the Play 
Spirit — the hope of modern physical education is realized. 

Scene VII. 
Evidences of the ReaTvaJ^ened Play Spirit. 
Camp-fire girls, boy scouts and similar organizations afford 
opportunities to boys and girls for playful activities. 

Scene VIII. 
Effect of the Revived Play Spirit in Our Modern System of Education. 

Baseball Drill — "Chin-Chin" Caldwell and Caryll 

Aesthetic Dance — "Isoline" Messenger 

Folk Dance — "Crested Hen" Burchenal 

Folk Dance — "Come, Let Us be Joyful" Mozart 

Epilogue. 
The Play Spirit Re-established. 
The modem conception of play brings joy to the little chil- 
dren, symbolizing the Play Spirit, and in gay mood they dance. 
"Amaryllis" Louis XIII, arranged by Ghys 



GAMES AND DANCES. 223 

CONCERNING THE PAGEANT. 

The pageant requires from two to two and a half hours for its perform- 
ance, and may be given outdoors or mdoors. The outdoor setting should 
have a semi-circular background of trees, if possible. Indoors, choose a 
woodland scene for all scenes except Scene V, in which an American street 
background should be used. 

The pageant is so written that it is possible for a number of schools to 
take part, as the dances are done in groups, each school trainmg one or more 
groups. Some whole scenes can be given by one school, as the Indian scene, 
the Street scene, and the Establishment of the City. In the Philadelphia 
production forty schools took part. 

School orchestras can be utilized for playing part of the music. 

ACTION OF THE PAGEANT. 
Prologue. 

Musical selection, overture, *'Zampa," Victor Record 35,584, Parts 
I and II. 

During Part II of the overture, the Play Spirits enter in a natural man- 
ner, walking, skipping, running, or picking flowers, from entrance right rear, 
and gradually move to their places for their dance. 

At the end of the overture groups of six join hands, facing front, in posi- 
tion for their dance. 

Dance by Play Spirits, '*The Secret," Victor Record 1 7,689. 

At the end of the dance, the children scatter, some to play, others to 
gather flowers, talk in groups, etc. 

One Play Spirit near entrance is startled by the approach of Civilization. 
She turns and runs to the other children, pointing to what she sees. All 
gather closer together at the far end of the field and look on in awed surprise 
while some run off as Civilization advances in pantomime march. 

Dance by Civilization, "Pomp and Circumstance," Victor Record 
35,247. 

The remaining Play Spirits, in spite of their fear, try to dance, but as 
Civilization draws nearer, the children scatter, rushing off in all directions. 
Civihzation turning slowly, follows Play Spirits off the field with arms raised. 



226 GAMES AND DANCES. 

Scene I. 

Musical Selection, "The Red Man," Sousa. 

This music is incidental to the action. 

An Indian chief and a few Indian men enter, gesticulating to show the 
idea of looking over the ground for a new village, and decide upon this place. 
An Indian boy comes on with a pack horse, followed by squaws carrying 
tents, etc. Horses, men, children follow. Men of the first group order the 
women to pitch tents, pointing to location. 

The chief and other men, after having carefully looked over the entire 
space chosen for the village, lie on the ground in groups, smoking, mending 
bows, etc. The boys form a circle and play near the men, while the latter 
watch. 

Game by Indian Boys, "Ten Little Indian Boys." 

They move off to try their bows and arrows, while the men rise slowly 
and form a circle for their dance. 

Dance by Indian Men, "Natoma," Victor Record 70,049. 
An Indian runner enters at the end of the dance, goes to the chief and tells 
of the approach of white men, pointing in their direction. All gather and 
watch their approach. 

Scene II. 

A group of white men enter and halt in the background. The leader 
advances as the Indian chief steps forward. By gestures the white man shows 
his friendliness and desire to buy the land. The Indians come closer and the 
chief turns to his braves for conference. The Indians show their willingness 
to exchange land for the offerings of the white men. They gather about them 
curiously and look over the trinkets. The chief accepts the finery, while the 
braves turn and hurry the squaws to gather their belongings and take up tents, 
etc. As the Indians depart the white men explore the ground, expressing 
satisfaction by gestures on the exchange made with the Indians. They estab- 
lish their claim by planting a flag, as they sing. 

Song by White Men, "Oh God, Our Help in Ages Past," "St. Anne's." 

They go out to bring their fellow-colonists. 



GAMES AND DANCES. 227 

Scene III. 

Farmers and Milkmaids enter in couples, dancing, as they move around 
in a large circle, and separate into smaller circles. 

Entrance Dance by Farmers and Milkmaids, "Shepherds' Dance," Vic- 
tor Record 35,530. 

At its conclusion, by facing inward, they are in position for the next 
dance. 

Dance by Farmers and Milkmaids, "Gathering Peascods," Victor 
Record 18,010. 

After this the couples move to a semi-circular fonnation at the back of 
stage, singing and dancing. 

Dance and Song by Farmers and Milkmaids, "Coming Thro' the Rye." 

They act as audience to Fishermen and Hunters, and help them to sing 
their songs. 

The Fishermen enter (Farmers and Milkmaids cheer, waving handker- 
chiefs), and take center stage, singing. 

Song by Fishermen, "Fisher's Song." 

They retire up stage right as the Hunters enter, singing, and advance 
down stage left (action suited to song as they put down game) . 

Song by Hunters, "The Mountain Bear." 

Farmers, Milkmaids and Fishermen go off during the last verse, as the 
Hunters take up game and march around the field and exit. 

Scene IV. 

Musical Selection, "Polonaise Militaire," Victor Record 35,241 . 

This music is incidental to the scene. 

A platform should be placed down stage at the left. 

Enter at center back, twelve heralds in twos, with trumpets raised in 
playing position. They march forward and group themselves on each side 
of the platform. All mark time in this position until Progress and followers 
are on the platform — lower trumpets and halt. 

Progress follows the heralds at a distance of twenty feet. She marches 
to the front and takes position on center of the platform. At distances of 
eight feet, Manufacturing, etc., follow in this order: (I ) Manufacturing, (2) 



228 GAMES AND DANCES. 

Commerce, (3) Education, (4) Science, (3) The Arts, and group around 
Progress as central figure. 

The Seekers of Progress enter from rear in groups in scattered fashion, 
approach the front of the platform, and kneel with extended arms, appealing 
to Progress. 

Progress takes Manufacturing by the hand and steps out to the center 
front of the platform, and bids (by gesture) the Seekers of Manufacturing 
to follow. Manufacturing steps down from the platform and leads down 
center to exit. The seekers of Manufacturing rise at the bidding of Progress 
and follow. 

Progress repeats this pantomime with each in turn — Commerce, Educa- 
tion, Science and The Arts. 

As The Arts lead off. Progress steps down from the platform and with 
arms raised obliquely upward, marches down center from the platform and off. 

The heralds march forward to center and meet partners, where they 
turn to rear and follow Progress, trumpets raised. 

Scene V. 

Enter a hurdy-gurdy man, who takes his place in middle of stage and 
begins to play. Children enter, running after the hurdy-gurdy and group 
themselves about it. Girls gallop around. Boys watch, hands in pockets, 
for a while, and then begin to play marbles. Girls begin skipping rope. 

People enter from opposite directions, showing the movement, to and 
fro, of a busy street. Some enter in twos, others alone, carrying market 
baskets, traveling bags, etc. A newsboy follows men, trying to sell papers. 
Two others come on and take positions, one near the hurdy-gurdy man, the 
other near the far end of the street. 

Fakirs and newsboys call out wares. 

Enter, on stilts, the "Money Man,'* who passes down the street, fol- 
lowed by a mob. All turn and rush after him, as he exits. As the hurdy- 
gurdy man stops, the orchestra plays. 

Musical Selection, any popular air. 



GAMES AND DANCES. 229 

Scene VI (If Shown Outdoors). 

Musical Selection, *'Marcia Militaire," Victor Record 35,258. 

The Spirit of Physical Education enters on a horse, gallops around the 
field, waving a scarf overhead to recall the Play Spirits. The Play Spirits 
appear, peeping from behind trees. They beckon to each other as they step 
forward timidly, pointing to the rider. To express their joy at coming back, 
they jump up and down, clapping their hands, and then run forv^^ard to their 
places for the dance, while the rider wheels her horse to the left, down stage, 
and watches the dance. 

Dance by the Play Spirits, "The Secret," Victor Record I 7,689. 

At the end of the dance. Physical Education makes exit. 

The Play Spirits retire up stage right, where they watch with animation 
and great interest, the numbers following, showing their joy by applause. 

Scene VI (If Shown Indoors). 

Musical Selection, *'Marcia Militaire," Victor Record 35,258. 

The Spirit of Physical Education dances in to music, and by her dancing 
and gestures, shows that she wants to recall the Play Spirits. 

The Play Spirits appear, peeping from behind trees. They beckon to 
each other, and step forward timidly and follow the dancer, trying to imitate 
her. She goes down stage left, where she watches the dance of the Play 
Spirits. 

Dance by the Play Spirits, "The Secret," Victor Record I 7,689. 

At the end of their dance, the Play Spirits join the Spirit of Physical 
Education down stage, where they watch with animation and interest the 
numbers following, showing their appreciation by applause. 

Scene VII. 

Camp Fire Girls in their ceremonies (and exit). 
Boy Scouts in their maneuvers (and exit). 

Scene VIII. 

Baseball Boys run on, and take their places for Baseball Drill, after 
which they run off in a natural manner. 



230 GAMES AND DANCES. 

Drill by Baseball Boys, *'Chin Chin," Victor Record 35,432. 
Dance by Girls, *'Isoline,** Victor Record 37,201. 

Musical Selection, *'The Thunderer," Victor Record 16,151. 

Folk Dancers enter in threes (a boy and two girls) and march to places 
for the first dance. 

Dance by Boys and Girls, "The Crested Hen," Victor Record 1 7,1 59. 

After this the sets face for the next dance. 

Dance by Boys and Girls, *'Come Let Us Be Joyful," Victor Record 
17,161. 

Musical Selection, "The TTiunderer," Victor Record 16,151. 

At the end they face in line of march and exit. 

When "Come Let Us Be Joyful" is being done the last time, the Play 
Spirits exit quietly, get balloons and advance to positions for their last dance 
as the Folk Dancers are marching off. 

Epilogue. 

Dance by Play Spirits, "Amaryllis," Victor Record 16,174. 

On the last four measures of "Amaryllis," the Play Spirits gradually, by 
twos and threes, let go of their balloons and slowly back off the stage, gazing 
after them. 

CHARACTERS AND PROPERTIES. 

(The numbers mentioned were used in the Philadelphia production.) 

The characters may all be chosen from school children, using the taller 
ones for the men and women. 

The numbers may be increased or diminished according to the size of 
the stage. 

Prologue. 

Eighty-four Play Spirits (very little girls) , twenty-four Civilization (tall 
girls). 

Costumes. 



* GAMES AND DANCES. 231 

Scene I. 

Thirty Indian Men, fifteen squaws, twenty-five Indian Boys, twelve In- 
dian Girls. 

Costumes, five tents, six horses, three papooses, one tripod and kettle, fire. 

Scene II. 

Twenty White Men. 

Costumes, one flag, guns, beads, trinkets. 

Scene III. 

TTiirty-six Farmers, thirty-six Milkmaids, forty Fishermen, forty Hunters. 
Costumes, fishing rods, guns or bows and arrows, game. 

Scene IV. 

Twelve Heralds, one Progress, one Education, one Manufacturing, one 
Commerce, one Science, one Dancing, one Pamting, one Sculpture, one 
Music, forty Seekers of Progress. 

Costumes, twelve trumpets, one palette, one lyre, one vase, one wheel, 
one retort, one globe. 

Scene V. 

Sixty-five Men (including policeman, candy man, white wings, balloon 
man), fifty-four Women, twenty-five Boys (including newsboys, telegraph 
boy), one Money Man. 

Modem costumes, hurdy-gurdy, push cart, balloons, jumping ropes, 
newspapers. 

Scene VI. 

One Girl, same eighty-four Play Spirits. 
Costume, horse (for outdoor). 

Scene VII. 

Fifty Camp Fire Girls, fifty Boy Scouts. 
Costumes. 



232 GAMES AND DANCES. 

Scene VIII. 

Seventy-two Baseball Boys, eighty Girls in Aesthetic Dance, one hun- 
dred and eight Folk Dancers. 
Suits, costumes. 

Epilogue. 

Eighty-four Play Spirits (same as in Prologue). 

Eighty-four balloons. 

Total, nine hundred and thirty-four participants. 

COSTUMES. 

Prologue. 

The Pla]^ spirits — 7 he colors used for these costumes were orange, yel- 
low-orange and yellow, with an underslip of yellow. In each group of six 
there were two of each color, the colors in a different order in each group. 

The style was Grecian, of knee length, with low neck and no sleeves 
and a slightly raised waist line, the width at the shoulder seam, one and a half 
inches. No stockings were worn and the hair hanging. 

For a girl four and a half feet tall the costume required two yards of 
cheesecloth for the dress, and one yard and twenty-five inches for the slip, the 
skirt of which was slit at the sides. 

Civilization — The colors used were dark and light violet and cerise, with 
an underslip of dark blue. There were twice as many dark violet as light. 

The style was Grecian, of ankle length, full and draped to the slip 
below the waist line. The sleeves were long and tight, with a flowing piece 
lined with cerise. This was attached to the shoulder and sleeve to the wrist, 
falling to the bottom of the skirt. A piece of the violet bunting was drawn 
tight across the forehead and allowed to fall just below the shoulders in the 
back, so as to cover the hair. Black shoes were worn. 

The costume required eleven yards of violet cheesecloth, three and three- 
quarter yards of cerise, and two and one-half yards of dark blue. 



GAMES AND DANCES. 233 

Scene I. 

The Indians — The colors used were dark and light brown with red 
and yellow trimmings. Beads and feathers were used for decoration. The 
chief wore a long trailing headdress of feathers. 

The papooses were made from flat grape basket lids with a stuffed rag 
baby. 

The squaws wore no feathers. A little variation was made m the dress 
of the squaws by having them wear the costume of the Indians of the south- 
west, with brilliant red coloring and leg wrappings of white, and a red head 
cloth, falling in veil fashion from behind the ears. 

Scene II. 

The White Men — The colors used were dark and light orange, brown, 
green, red and black. 

The styles used were taken from the historic early settlers' costumes. 

Scene III. 

The Farmers — The colors used were dark orange, bright blue and 
orange. 

The trousers were long and of the dark orange. A tight-fitting double- 
breasted jacket of waist length, with an upstanding collar worn over a long- 
sleeved white shirt. The cap was orange, and full, being drawn into a band, 
as a chef's cap. Black slippers and white stockings were worn. 

The costume required two yards of dark orange cambric, one yard of 
bright blue cambric anid three-eighths of a yard of orange cambric. 

The Milkmaids — The colors used were bright blue, yellow, orange, 
black, dark orange and white. 

The skirt was a plain full skirt of bright blue. It came below the knee. 

A long-sleeved blouse of white, with a round neck, was worn under a 
sleeveless black bodice, laced up the front. 

xAn apron of yellow with a border on the bottom of black, two and one- 
half inches wide, between two orange bands one and one-quarter inches wide, 
was worn over the skirt and bodice. 



234 GAMES AND DANCES. 

The cap was of dark orange with a white flaring turnback in the front. 
They wore yellow hair, made of raveled rope, and white stockings and black 
slippers. 

The costume required three and two-thirds yards of bright blue cam- 
bric, one yard of unbleached cheesecloth, three-quarters of a yard of yellow 
cambric, one-quarter of a yard of orange cambric, one yard of black, one- 
quarter of a yard of dark orange. 

The Hunters — The colors used were dark and bright green, brown, and 
orange. The hunters wore dark green bloomers of knee length; an orajige 
blouse, with a round collar, which turned over a brown Eton jacket. 

A bright green Robm Hood's cap with an orange feather, and brown 
shoes and stockings complete this costume. 

The costume required one and one-half yards of dark green cambric, 
one and one-quarter yards of orange cheesecloth, one and three-quarters yards 
of brown cambric, one-quarter of a yard of bright green cambric. 

The Fishermen — The colors were brown, blue and orange. 

The fishermen wore light brown trousers, blue blquses, with orange hand- 
kerchiefs knotted at the throat, and a large round straw hat. 

Scene IV. 

The Heralds — The heralds wore black bloomers and white blouses, 
under a jumper open at the sides, fastened only at the shoulders. The cape 
was made of black and white squares alternately arranged, the back the re- 
verse of the front. 

The heralds held brass trumpets, to which were attached banners on one 
side, black with a design of white, and on the other side the scheme reversed. 
A small black, turned-up hat with a white feather, and black shoes and stock- 
ings were worn. 

Progress — Progress wore a long, full, rose Grecian gown, with flowing 
angel sleeves, weighted with a green tassel. A golden girdle with two green 
tassels passed in a high waist line in front, crossed in rear at the waist and 
passed to the front, where it was tied, the ends falling to the hem. A royal 
purple cloak, lined with green and bordered with canton flannel to represent 



GAMES AND DANCES. 235 

ermine, was worn over the dress. A golden bandeau studded with simulated 
jewels, held her flowing hair in place. 

Manufacturing — Manufacturing wore short knee pants of light brown, 
a long narrow over-blouse of orange, a flowing light brown cloak with wide 
kimona sleeves lined with orange. The brown belt of the cloak was worn 
across the orange blouse at the waist line. He wore a small, round light 
brown cap and carried a wheel. 

Commerce — Commerce wore a long, plain, blue-green coat with narrow 
sleeves. A bright blue cape fell from the shoulders, with a belt of the same 
color fastened with a large golden buckle. He wore a small hat of the blue- 
green, with a narrow tumed-up brim of the bright blue and carried a large 
globe. 

Education — Education wore a cap and gown. 

Science — Science wore a sapphire blue gown, not unlike a man's dress- 
ing gown, with a black corded girdle. The sleeves and neck were faced on 
the outside with a two-inch border of light brown. He wore a blue skull 
cap and dark-rimmed spectacles. He carried a retort. 

Painting — Painting wore a yellow-green dress in Empire style. The 
material had a large figure in it, like batik work. A flowing cape of bright 
blue hung from the shoulders to the hem of the dress. 

Dancing — Dancing wore a short green Grecian dancing costume. 

Sculpture — Sculpture wore a long full white sleeveless robe after the 
Grecian style, with cin over-slip below the waist line in front, and longer 
toward the sides and back. She carried a white vase on her shoulder. 

Music — Music wore a long, full yellow Grecian gown, caught in at a 
high waist line. She wore a laurel wreath and carried a lyre. 

Seekers of Progress — The colors were dark green, light green, red, dark 
blue, bright blue, orange, yellow and white. 

Seekers wore a costume made by taking double width of the material 
the full length of back and front and cutting a hole in the middle for the 
neck. The material then fell over the arms, simulating sleeves. A band of 
the same color was worn around the head. 



236 GAMES AND DANCES. 

Scene V. 

Money Man — The money man wore a long yellow coat to which were 
sewn representations of gold coins and paper money. 

Scene VI. 

Spirit of Phy^sical Education — Outdoors — The spirit of physical edu- 
cation wore over a riding habit a light green-blue cape lined with yellow and 
waved a blue scarf. 

Indoors — She wore a white Grecian dancing costume. 

Scene VIII. 

Baseball Boys — The baseball boys wore modern baseball suits and caps. 

Aesthetic Dancers — The colors were pink, light lavender, dark lavender 
and light blue. There were the same number of costumes of each color, but 
arranged irregularly. 

The style was Grecian, draped to a high waist line and in line with the 
hips, no sleeves and low neck, the width at the shoulder seam two inches. 
There was an under-slip of white and the dress reached below the knees. 
The hair was worn hanging. The costume required three yards of colored 
cheesecloth and two and one-half yards of white cheesecloth for the slip. 

Foll^ Dancers — Girls — The colors were red, black, white and green. 

The girls wore a straight full skirt of red cambric, with a square-necked 
sleeveless waist of the same. A black band five inches wide bordered the 
skirt, four inches from the bottom, and bands two inches wide over the 
shoulders and around the bodice above the waist. There was a guimpe of 
unbleached muslin with long sleeves and black cuffs, and an apron of the same 
with two-inch wide strings of green cambric. There was a full cap of green 
with a white band across the front that had tabs at the side that extended 
to the shoulders. White stockings and black slippers were worn. The cos- 
tume required four and three-quarters yards of red cambric, one and one- 
quarter yards of black cambric, two and one-eighth yards of white unbleached 
muslin, one-half yard of green cambric. 



GAMES AND DANCES. 237 

Bo^s — TTie colors were black, green, orange and white. 

The boys wore short black trousers tied in below the knee, a long-sleeved 
unbleached muslin blouse with a Buster Brown collar, over which was a 
green Eton jacket, a sash of orange two yards long (one-half width of the 
material), which encircled the waist twice and tied at the side. They wore 
long pointed orange caps joined to a black band. The costume requires one 
and one-half yards of black cambric, three-quarters of a yard of green cam- 
bric, one and one-half yards of orange cambric, one and one-quarter yards of 
unbleached muslin. 

Note — The material for the costumes was bought wholesale and dis- 
tributed to the schools taking part. The costumes were made at the schools, 
through the co-operation of the schools and the homes, after colored designs 
made by the Art Department. 

Choruses. 

Scene II — Song by the White Men — St. Anne's, *'Oh God, Our Help 
in Ages Past." (Franklin Assembly Song Book, page 93.) 

Scene III — Song by the Fishermen — "Fishers' Song." (Educational 
Music Course, Fourth Reader, page 92.) 

Song fop the Hunters — "The Mountain Bear." (Educational Music 
Course, Fourth Reader, page 86.) 

DESCRIPTION OF THE DANCES. 

THE SECRET (Gautier). 
Victor Record 1 7,689. 

Part I. (16 Measures.) 
Groups of six, facing front, hands joined. 
Introduction, 2 measures. 
All face to right and place left foot fonvard. 
A. 1 . Four skip-change steps forward, beginning left. 4 measures. 

2. With half face left, one glide balance hop left, obliquely right for- 
ward, swinging joined hands obliquely fore-side-upward. 1 measure. 

3. Three small running steps backward, arms sideward, dropping 
hands. 1 measure. 



238 GAMES AND DANCES. 

4. Pirouette left sideward, arms waving downward and inward and 
outw^ard to position obliquely side-downward. 1 measure. 

5. One step left sideward with arms sideward and place right foot 
obliquely left forward, turning trunk slightly to left, waving right arm ob- 
liquely right forward. 1 measure. 

B. Repeat A to opposite side. 8 measures. 

Part II. (16 Measures.) 

A. 1 . Glide balance hop left forward, waving both arms fore-upward. 
I measure. 

2. Swing hop right backward, waving arms down and backward. 1 
measure. 

3. Four- fourths turn left with small running steps; wave left arm across 
body and from position obliquely side-downward right, wave arms to open 
position obliquely side-downward. 2 measures. 

B. Repeat A, beginning right forward. 4 measures. 

C. Nos. 1 and 2, 3 and 4, 5 and 6 face and join right hands and repeat 
A, running in circle, with free arm sideward. 4 measures. 

D. Partners join left hands and beginning with right foot repeat C. 4 
measures. 

Note — This brings each back to place. 

Part III. (16 Measures.) 

A. Same as Part I, forming circle with four skip change steps. 8 measures. 

B. Same as A, in opposite direction and return to place with running steps 
backward, pirouette and step and point. 8 measures. 

Part IV. (16 Measures.) 

Nos. 1,3,3 one-eighth turn left. 

Nos. 2, 4, 6 three-eighths turn right and partners will be facing in an 
oblique position. 

A. 1 . Glide balance hop obliquely left forward, waving right arm over- 
head, left arm sideward. 1 measure. 



GAMES AND DANCES. 



239 



2. Step back right and point left obliquely forward, waving left arm 
obliquely forward and right arm sideward. I measure. 

3. Two glides left sideward, arms sideward. 1 measure. 

4. Step and deep courtesy left, waving right arm forward. I measure. 

B. Same to opposite side. 4 measures. 

C. Facing front, repeat A. 4 measures. 

D. Facing front, repeat B. 4 measures. 

Part V. (16 Measures.) 

A. I . Nos. 2, 4, 6 clap three times, turning to left slightly. 1 measure. 

2. Nos. 1, 3, 5 run in three steps to other side of partners. 1 measure. 

3. With both hands joined partners in eight running steps swing around 
in a four-fourths turn left. 2 measures. 

B. Repeat A, Nos. 2, 4, 6 clapping to right three times. Nos. 1,3,5 
returning to place with the three running steps and four-fourths turn is taken to 
the right. 4 measures. 

C. Repeat A. 4 measures. 

D. Repeat B. 4 measures. 



Part VI. (16 Measures.) 



Repeat Part IV. 



Part VII. (16 Measures.) 



Repeat Part I. 



At the end of Part VII children run away to the last measures of music. 

CIVILIZATION. 

Music, "Pomp and Circumstance,'* Elgar. Victor Record 35,247-A. 

Note — In single flank line with arms' length distance count off by 
threes. No. 3 stands still. No. 2's march sideward right one step. No. I 's. 
march sideward right two steps. Enter in this formation. 



240 GAMES AND DANCES. 

Introduction. (4 Measures.) 
Part I. (16 Measures.) 

A. On an oblique line toward the middle of the left side of the stage, six- 
teen walking steps, beginning with the right foot, two counts to each step. 
The left arm is raised obliquely fore-upward and the right arm backward 
during the first four steps. Reverse arm positions every fourth step. 8 
measures. 

Note — At end of the 8 measures all are on the stage. 

B. I . With three steps a full turn to the right on place (right, left, right, 
hold), swinging right clenched hand overhead. 1 measure. 

2. Hold threatening attitude. 1 measure. 

3. Two steps forward (left counts 1 and 2), (right counts 3 and 4). 

1 measure. 

4. TThree steps forward, counts 1 , 2, 3, and hold count 4. 1 measure. 
Repeat B. 4 measures. 

Interlude. (3 Measures.) 

1 . Eight crouching steps in circle left. 2 measures. 

2. With three steps on place a full turn to the right and hold. 1 
measure. 

Part II. (14 Measures.) 

A. I. Starting left four walking steps forward (2 counts to each step). 

2 measures. 

2. Step left forward, swing arms obliquely fore-upward and hold. 1 
measure. 

3. Swing arms down and backward, hands clenched. 1 measure. 

4. Repeat 2, stepping right forward. 1 measure. 
3. Repeat 3. 1 measure. 

6. Stamp left forward and swing right arm to bent position over head. 
1 measure. 

7. Stamp right forward and swing left arm to bent position over head. 
1 measure. 



GAMES AND DANCES. 241 

8. Three steps forward and hold, left, right, left. 1 measure. 

9. Twirl to right five times and hold attitude toward rear with arms 
raised obliquely fore-upward. 4 measures. 

Turn to front, keeping weight on left foot, which is back. I measure. 

Part III. (20 Measures.) 

A. 1. Seven steps forward and close heels, raising arms fore-upward to 
position obliquely side-upward. 4 measures. 

2. Stand still, wavmg arms forward to a crossed position, shoulder 
high, and then sideward. 4 measures. 

B. Repeat A. 8 measures. 

C. I . Step obliquely forward right, waving left arm obliquely side-up- 
ward, right arm obliquely side-downward and turn trunk to right. 2 meas- 
ures. 

2. Repeat 1 to opposite side. 2 measures. 

Part IV. (14 Measures.) 
Like Part II, but facing front. 

Part V. (24 Measures.) 

A. Like A of Part III, but stepping backward. 8 measures. 

B. Like B of Part III. 8 measures. 

C. Like C of Part III. 4 measures. 

D. Twirl right seven times to rear and pose facing rear, arms obliquely side- 
upward. 4 measures. 

Note — During Part I, Interlude and Part II the line of direction is a 
circle right, finishing with the three lines facing front, parallel to the front of 
stage. During the whole dance individuals keep the same relative positions. 
During the last seven twirls of dance all should get into a single line, so as to 
be able to step back of nearest trees for exit. 



242 GAMES AND DANCES. 

THE INDIANS— Song for Indian Boys. 

Part I. 

Music, "Playing Indian," The Song Series, Book I, Alys E. Bentley. 

Line 

Come, let's play we're Indian chiefs I 

Way out in the West; 2 

I will be the Big Chief, because 3 

I'm braver than the rest. 4 

Let's take a bow and arrow 5 

And go hunting every day, 6 

With the Indians who live 7 

Across the way. (Indian war whoop.) 8 

Note — During lines 1, 2, 3 and 4 of Part I all with crouching steps 
walk in circle left. During line 3 one boy goes to center of circle to be chief. 
During lines 3, 6, 7 and 8 all kneel and assume position of shooting with bow 
and arrow. 

Part II. 

Music, "Children's Singing Games," Mari Hofer. 

Line 

John Brown had a little Indian, I 

John Brown had a little Indian, 2 

John Brown had a little Indian, 3 

One little Indian boy, 4 

One little, two little, three little Indians, 5 

Four little, five little, six little Indians, 6 

Seven little, eight little, nine little Indians, 7 

Ten little Indian boys. 8 

Note — On "/laJ," of lines 1, 2 and 3, of Part II, children stamp once 
(same foot each time). During lines 5, 6, 7 and 8, of Part II, the chief 
chooses children to go into the ring until there are ten children chosen. 



GAMES AND DANCES. 243 

Part III. 

Line 
Round the ring with a boom-za-Ia, 1 

A boom-za-la, a boom-za-la. 2 

Round the ring with a boom-za-la, 3 

Ten Httle Indian boys. 4 

During Hnes 1, 2, 3 and 4, of Part III, all children in both circles gallop 
sideward left. 

Part IV. 

Yell 

A boosh! A bash! A rick chick chick, 
A boosh! A bash! A rick chick chick, 
Ten little Indian boys! 

Pull right ear on word a boosh, count 1 and. 
Pull left ear on word a bash, count 2 and. 
Pull right ear on word a rick, count 1 . 
Pull left ear on word chicly count and. 
Pull right ear on word chick, count 2 and. 

Part V. 

Ten little, nine little, eight little Indians, 
Seven little, six little, five little Indians, 
Four little, three little, two little Indians, 
One little Indian boy. 

During Part V Indians go to places one by one until all are back into 
first circle. 

Play the game twice. 

INDIAN DANCE FOR MEN. 
Music, "Natoma," Victor Herbert. Victor Record 70,049. 

Introduction. (2 Measures.) 
Note I — During introduction all form into circle for dance. 
Note 2 — Execute all walking steps with knee raising, stepping on toes 



244 GAMES AND DANCES. 

on first count and coming down with heel on second count. Unless otherwise 
stated, forearms are raised forward to little more than a right angle, the left 
arm slightly higher than right, fingers are spread and thumbs pointed up. 
During walking steps reverse arm positions on each step, the movement done 
from the elbows. During side jumps arms are held in bent position. During 
forw^ard jumps arms move to a position obliquely side-upward and during 
backward jumps arms are brought back to bent arm position. 

Part I. (16 Measures.) 

A. 1 . In circle left, beginning with right foot, four walking steps forward. 
2 measures. 

2. Facing center, two jumps sideward right and hold two counts. 1 
measure. 

3. Two jumps sideward right and hold two counts. 1 measure. 

Note — Jumps executed with heels, toes and knees together. 

B. Repeat A. 4 measures. 

C. 1 . As 1 of A. 2 measures. 

2. As 2 of A, jumping forward toward center. I measure. 

3. As 3 of A, jumping forward toward center. 1 measure. 

4. Two jumps backward, counts 1 and 2, hold third count and step 
back with right foot on fourth count. 1 measure. 

5. One jump backward on first count and hold three counts. 1 meas- 
ure. 

6. One step right backward and jump backward, counts 1 and 2, hold 
counts 3 and 4. I measure. 

7. Hold. 1 measure. 

Interlude. (2 Measures.) 
During interlude stand still with arms folded. 

Part II. (16 Measures.) 
Like Part I. 

Part III. (10 Measures.) 
A. 1 . In circle left, march in place three steps, beginning with right foot 
(right, left, right), and hold left knee up on fourth count. 1 measure. 



GAMES AND DANCES. 245 

2. Replace left foot and bend knees on first count, straighten knees on 
second* bend on third, and straighten on fourth. In bending keep knees and 
feet closed, and moving from elbows swing arms down and return on knee 
straightening. I measure. 

3. As 1 . 1 measure. 

4. As 2. 1 measure. 

B. I . Step sideward right with right foot on first count, crossing in rear, 
step on left foot on second count, step right sideward on third count, and cross- 
ing in front step on left foot on fourth count. 1 measure. 

2. Step back on right foot on first count, step sideward left with left 
foot on second count, crossing in front step on right foot on third count and 
step sideward left on- fourth count. 1 measure. 

C. As A of this part. 4 measures. 

Part IV. (16 Measures.) 
Like Part I. 

Part V. (7 Measures.) 

A. Like A, of Part III. 4 measures. 

B. 1 . Facing center, bend trunk fore-downward, lowering arms. 1 meas- 
ure. 

2. Straighten trunk and fling arms upward. I measure. 

3. Hold and give Indian yell. 1 measure. 

ENTRANCE FOR FARMERS AND MILKMAIDS. 

Scene III. 

Music, "Shepherd's Dance," Ed. German (Henry VIII). Victor 
Record 35,530. 

Note — In the following steps only the first 1 6 measures of the music 
are used, repeating these as often as is necessary. 

Enter in couples, man on lady's left, inside hands joined, outside hands 
placed below hip. 

A. 1 . Beginning with outside foot, three steps forward and point inside 
foot forward. 1 measure. 



• 



246 GAMES AND DANCES. 

2. Repeat 1 , beginning with the inside foot. 1 measure. 

3. Repeat 1 . 1 measure. 

4. Repeat 2. 1 measure. 
In Hne of March: 

B. 1 . Partners facing, four glides sideward. 1 measure. 

2. Partners back to back, four glides sideward. 1 measure. 

3. Repeat I. 1 measure. 

4. Repeat 2. 1 measure. 

C. 1 . Beginning with outside foot, four steps forward. 1 measure. 

2. Partners facing, lady steps right sideward on counts 1 and 2, and 
steps backward on left foot, bending left knee deeply, counts 3 and 4. Man 
steps sideward left, counts 1 and 2, closes right foot to left and bows, counts 
3 and 4. 1 measure. 

3. Like 1. 1 measure. 

4. Like 2. 1 measure. 

D. 1. Facing front, begin with outside foot and take two swing-hops for- 
ward. 1 measure. 

2. Four walking steps forward. 1 measure. 

3. Repeat I. 1 measure. 

4. Repeat 2. 1 measure. 

GATHERING PEASCODS. 
Victor Record 18,010. For description of dance see page 163 

COMING THROUGH THE RYE. 

If a body meet a body comin' thro' the rye. 
If a body kiss a body, need a body cry? 
Ev'ry lassie has her laddie, 

Nane, they say, ha'e I; 
Yet a' the lads they smile on me, 

(When) comin' thro' the rye. 

Couples, inside hands joined, outside hands with knuckles on hips. Be- 
gin with outside foot. 



GAMES AND DANCES. 247 

A. 1. Place the foot forward, heel touching, I "and'*; place the foot 
backward, toe touching, 2 "and." 1 measure. 

2. Change step, 3 "and" 4 "and." 

3. Like 1 , inside foot, 5 "and," 6 "and." 

4. Like 2, inside foot, 7 "and," 8 "and" (facing inward and about), 
(8 counts). 1 measure. 

B. Same as A, finishing by facing partner (8 counts). 2 measures. 

Note — As heel is placed forward lower trunk forward, as toe is placed 
backward, raise trunk and turn head over opposite shoulder. 

C. Four swing hops sideward, bending trunk to opposite side (8 counts). 
2 measures. 

(First swing hop is taken toward leaders.) 

D. Four glides sideward in the line of direction and facing front, four slow 
walking steps forward, closing on heels on last count (8 counts) . 2 measures. 

BASEBALL DRILL FOR BOYS. 
Use as many groups of nine as wanted. 
Music, "Chin Chin Fox Trot," Victor Record 35,432-A. 

Introduction. 
Boys at attention, facing front, arranged as in diagram (8 counts). 

Part I. 
A. Pitching. (Hands clinch) (8 counts). 

1-2. Raise right arm sideward, two and one-quarter right arm circles 
outward. 

3. Raise arms fore-upward, hands meet over- _ 

head. 

4. Hold position. >/^ / 
5-6. Raise left knee, lunge sideward left, throw Pjq j 

ball to left with right hand. (During 

this movement the body makes a quarter turn left, left arm 
swings backward and right heel is raised.) (See Fig. 1.) 
7-8. Position. 




248 GAMES AND DANCES. 

B. Batting (8 counts). 

1 -2. Stride sideward left, hit bat on home-plate in front. 
3-4. Bend right knee, swing bat over right 

shoulder. 
5-6. Change knee bend, raising right heel. Strike 

forward. (During this movement the 




body makes a quarter turn left, and bat pjQ £ 

is shoulder high in front.) (See Fig. 2.) 

7-8. Position. 

C. Pitching. Repeat A. (8 counts.) 

D. Batting. Repeat B. (8 counts.) 

E. Interlude. (8 counts.) 
1-2. Two gallops sideward left. 

3. Jump sideward left to deep knee bend, pjQ 3 

catch ball low in front. (See Fig. 3.) 

4. Throw right forward, left arm swings backward. 
5-8. Repeat 1-4 to the opposite side (40 counts). 

Part II. 




/^K 



A. Catching and Throwing. (8 counts.) 
1-2. Stride sideward left, hands on knees. 
3-4. Bend left knee, clap hands to catch ball FIG. 4. 

outside left knee. (See Fig. 4.) 
5-6. Lunge obliquely forward right with left leg. Throw ball m 
same direction with right hand. (Right arm remains shoulder 
high, left arm swings backward.) 

7-8. Position. 

B. Running, Catching and Tagging. (8 counts.) 
1 -2. Run forward three steps, start left. 

3. Jump forward, clap hands to catch ball 

overhead. (See Fig. 6.) 

4. Land with slight knee bend, heels closed. pjQ^ 5^ 
5-6. Lunge sideward right, bend trunk right. Tag 

with ball obliquely downward with right hand. (See Fig. 5.) 




GAMES AND DANCES. 



249 



4) 



FIG. 6. 



7-8. Position. 

Catching and Throwing. Repeat A. (8 

counts.) 
Running, Catching and Tagging. (8 counts.) 
1 -2. Run backward three steps, start left. 

3. Jump backward, clap hands to catch ball 

overhead. (See Fig. 6.) 
4-8. Repeat, same counts as B. 
E. Interlude. (4 counts.) 

1 . Lunge left forward. Throw ball straight forward right, left arm 
swings backward. 
2-3. Hold position. 

4. Position. (36 counts.) 

Part III. 
Like Part II. (36 counts.) 

Part IV — Base Running. 

Bases are at least 8 feet apart. 
Nos. 1, 3, 7, 9, fielders, face No. 5. 
Nos. 2, 4, 6, 8, runners, face No. 5. 
Batters (on home-plate) left shoulder to No. 5. 
No. 5, pitcher, left shoulder to home-plate. 
A. Following exercises (a, b, c, d, e) 

are executed at same time in 

unison (counts 1 to 8). 
(a) Pitcher, No. 3 (hands clinch, raise 

right arm sideward). 

1 . Two and one-quarter right arm 

circles outward. 

2. Raise arms fore-upward, hands 

meet overhead, raise left knee. 

3. Lunge sideward left, throw ball 

to left with right hand. (The 
body makes a quarter turn 



El 0— -H 



/ 



H m H 



\ 






□---□ 

left, right arm is forward, left arm swings backward.) 



E 



250 GAMES AND DANCES. 

4. Hold position. 

5-6. Position. 

7. Turns to receive ball from fielder No. 3. 

8. Position. 

(b) Batter No. 2. 

1 . Stride sideward left, hit bat on home-plate in front. 

2. Bend right knee, swing bat over right shoulder. 

3. Change knee bend, raise right heel, strike forward. (The body 

makes a quarter turn left, and the bat is shoulder high in front.) 

4. Hold position. 

5-6. Run three steps (right, left, right) to base. 

slide right foot for base. 
7-8. Position. 

(c) Runners Nos. 4, 6, 8. 

1 -2-3-4. Two steps right sideward toward diagonal base. 
5-6. Run three steps (right, left, right) to base. 
7-8. Position on base. 

(d) Fielder Catching and Tagging, No. 3. 

1-2. Stride sideward right, hands on knees. 

3. Hold position. 

4. Jump up to catch ball overhead. 
5-6. Run to base on right and tag runner. 

7. Throw ball to pitcher with right hand. 

8. Position (left side of base). During next counts 1, 2, 3, 4, re- 

turn to own base, 5, 6 hands on knees, 7, 8 position. 

(e) Fielders, Nos. 1 , 7, 9. 

1 -2. Stride sideward right, hands on knees. 
3-4-5-6. Hold position. 
7-8. Position. 

B. Counts 9 to 16. 

(a) Pitcher, No. 5. Repeats exercise A (a), but catches ball from 

No. 9. 

(b) Batter. No. 4. Like A (b). 



GAMES AND DANCES. 251 

(c) Runners, Nos. 2, 6, 8. Like A (c). 

(d) Fielder catching and tagging, No. 9. Like A (d). 

(e) Fielders, Nos. 1 , 3, 7. Like A (e). 

C. Counts 1 7 to 24. 

(a) Pitcher, No. 5. Repeats exercise A (a), but catches ball from 

No. 7. 

(b) Batter, No. 8. Like A (b). 

(c) Runners, Nos. 2, 4, 6. Like A (c). 

(d) Fielder catching and tagging. No. 7. Like A (d). 

(e) Fielders, Nos. I, 3, 9. Like A (e). 

D. Counts 25 to 32. 

^^a) Pitcher, No. 5. Repeats exercise A (a), but catches ball from 
No. 1. 

(b) Batter, No. 6. Like A (b). 

(c) Runners, Nos. 2, 4, 8. Like A (c). 

(d) Fielder catching and tagging. No. 1. Like A (d). 

(e) Fielders Nos. 3, 7, 9. Like A (e). 

Part V. 
Like Part IV. (32 counts.) 

Part VL 
Like Part IL (36 counts.) 

Part VIL 
Like Part L (40 counts.) 

Part VIIL 
Like Part IL (36 counts.) 

AESTHETIC DANCE— 'ISOLINE.'* 

Formation, Class in open order. 

Music, "Isoline," Messager. Victor Record 67,20 L 

Introduction. 
1. Small running steps to places. 10 measures. 



252 GAMES AND DANCES. 

2. Step right sideward, cross left foot in rear and salute. 1 measure. 

3. Repeat 2 in opposite direction. 1 measure. 

4. Repeat 2 and 3. 2 measures. 

Part I. (16 Measures.) 

A. 1 . Glide hop right forward, left arm overhead, right arm sideward, 
swing hop left backward, right arm forward, left arm sideward. 1 measure. 

2. Step on the right foot, crossing in rear, waving right arm sideward, 
1,2; step left sideward, waving left arm forv*'ard, 3 ; glide obliquely left for- 
ward on right foot, holding arm position, 5, 6. 1 measure. 

3. Waltz turn left (two waltz steps, beginning left), on line ob- 
liquely left forward, left arm in a circle overhead and right arm down and 
inward; reverse arm position on second waltz step. 1 measure. 

4. Step obliquely left forward, arms sideward, swing right leg forward 
and wave right arm forward. Step right forward in the same direction, swing 
left leg forward, arms in opposite position. 1 measure. 

B. 1 . Like A I , beginning left. I measure. 

2. Like A 2. 1 measure. 

3. Like A 3, turning right and moving obliquely right backward. 1 
measure. 

4. Pirouette right, waving arms down, inward and sideward. 
(Pirouette: Step right sideward with a quarter turn right, cross left leg in front 
placing left foot in rear of right, rise on toes and complete turn, transferring 
weight to left foot and pointing right forward.) 1 measure. 

C. Like A. 4 measures. 

D. Like B. 4 measures. 

Part II. (8 Measures.) 

A. 1 . Pas de Basque right forward, waving left arm forward. Pas de 
Basque left forward, waving right arm foreward. (Pas de Basque: Leap 
right sideward, I ; glide on the left foot obliquely right forward, 2; cut right 
forward, 3.) 1 measure. 

2, Like I of this part. I measure. 

3. Three step turn right, arms sideward, place left foot obliquely right 



GAMES AND DANCES. 253 

backward with both arms raised to a circle overhead and trunk turned slightly 
to the left. Hold position. (Three step turn: While executing a whole 
turn right, take three steps right sideward.) 2 measures. 
B. 1 . Like A 1 , beginning left and moving backward. 1 measure. 

2. Like B 1 . 1 measure. 

3. Like A 3, opposite. 2 measures. 

Intermission. 

With weight on left foot and right foot placed in rear, bend knees and 
bend trunk forward, waving arms downward and inward. 1 measure. 

Straighten knees and raise trunk and wave arms to an open position side- 
ward. 1 measure. 

Part III. (16 Measures.) 
Like Part I. 16 measures. 

Part IV. (8 Measures.) 

A. 1 . Pas de Zephyr turn right. (Cut hop right backward, swinging left 
leg forward, waving left arm forward, 1 , 2, 3 ; cross left foot over right and 
with a cut hop left make a whole turn right, swinging the right leg forward, 
waving the right arm forward, 4, 5, 6.) I measure. 

2. Pas de Basque right, waving right arm sideward and left arm for- 
ward, same left with opposite arm movements. 1 measure. 

3. Step right sideward with arms sideward, 1 , 2, 3 ; step left, crossing In 
rear, bending knees slightly and waving arms forward, 4, 3, 6. I measure. 

4. Step courtesy right sideward, waving arms forward. I measure. 

B. Like A, to opposite side. 4 measures. 

Part V. (20 Measures.) 

Like A of Part I. 4 measures. 

Like B 1 of Part I. I measure. 
Like B 2 of Part I. I measure. 
Like B 3 of Part I. 1 measure. 
Pas de Zephyr turn right. I measure. 
Pas de Basque right and left. I measure. 



A. 


Li 


B. 


1. 


C. 


2. 




3. 




4. 




5. 



254 GAMES AND DANCES. 

6. Like A 3 of Part IV. 1 measure. 

7. Twelve running steps backward with arms sideward. 2 measures. 

8. Three pirouettes right. (See B 4 of Part II.) Three measures. 

9. Three running steps backward with arms sideward. 2 measures. 

1 0. GHde right sideward, cut left sideward, 1 , 2, 3 ; step right side- 
ward, 4, 5, 6. 1 measure. 

1 1 . Place left foot obliquely right backward, bend knees deeply, bend 
trunk, circling arms forward, 1 , 2, 3 ; straighten knees and trunk, 4, 5, 6. 1 
measure. 

12. Wave arms sideward and hold position, head back and chest up. 
1 measure. 

CRESTED HEN. 
Victor Record 17,159. For description see page 128. 

COME, LET US BE JOYFUL. 
Victor Record 17,761. For description see page 101 

BALLOON DANCE. 

Music, "Amaryllis," Victor Record 16,474. 

Note — Hold string of balloon with both hands so as to allow free 
movement of balloon; right hand near balloon, left hand near end of string. 

Part I. (16 Measures.) 
(Begin dance on down beat; first note of second measure.) 

A. 1. Starting with right foot obliquely right forward, two running steps 
and a balance hop right. Start with right arm down and backward and 
swing it to a position obliquely fore-upward. 1 measure. 

2. Three running steps obliquely left backward, swinging the balloon 
down and back, and hold last beat of measure. 1 measure. 

3. Two whole turns right in seven running steps, holding last beat of 
second measure. Right arm raised sideward during turns. 2 measures. 

B. Repeat A to opposite side. 4 measures. 

C. Repeat A. 4 measures. 

D. Repeat B. 4 measures. 



GAMES AND DANCES. 253 

Part II. (8 Measures.) 

A. 1. Step left with right foot crossing in front, I ; step left sideward, 
"and"; step left with right foot crossing in front, 2; swing the left leg side- 
ward, "and." 1 measure. 

2. Repeat to the opposite side. I measure. 

3. Repeat A I , making four cross steps. 2 measures. 

B. 1 . Repeat A 1 , 2, 3 to the opposite side, executing a pirouette instead 
of the last cross step. 4 measures. 

Hold balloon in an easy bent arm position, hand about shoulder high, 
during cross steps, and during pirouette circle right arm down and inward to 
a position obliquely side-upward. 

Part III. (16 Measures.) 

Like Part I, alternate files facing. Individuals keep to right of oppo- 
site and move straight forward instead of obliquely forward. 

Part IV. (16 Measures.) 

Note — The first 1 2 measures are done on the sides of a triangle. Start 
from the apex obliquely right forward, completing the first side with measures 
I to 4; the base with measures 5 to 8; the third side with measures 9 to 12, 
finishing at the apex. 

A. I. Pas de Basque sideward right. 1 measure. 

2. Pas de Basque sideward left. 1 measure. 

3. Six quick running steps forward. 1 measure. 

4. Place right foot forward. I measure. 

B. Repeat A on base of triangle. 4 measures. 

C. Repeat A on third side of triangle. 4 measures. 

D. Repeat A to the front. 4 measures. 

During Pas de Basque right, wave right arm sideward, durmg Pas de 
Basque left, wave right arm forward and left arm sideward. During run- 
ning steps the right arm is raised backward, and with a big circlmg of the arm 
backward, upward, fore-downward, touch the balloon to the right foot as it is 
placed forward. 



256 GAMES AND DANCES. 

Part V. (8 Measures.) 
Like Part II. 

Part VI. (8 Measures.) 

A. 1. Pas de Basque right sideward. 1 measure. 

2. Pas de Basque left sideward. I measure. 

3. With a quarter turn right six quick running steps forward. I meas- 
ure. 

4. Place the right foot forward. 1 measure. 

B. 1 . As 1 of A. I measure. 

2. As 2 of A. I measure. 

3. With quarter turn left repeat 3 of A. 1 measure. 

4. As 4 of A. ] measure. 
Note — Arm work like Part IV. 

Part VII. (16 Measures.) 

Like Part I. 

Part VIII. (4 Measures.) 

During the last 4 measures the balloons are gradually released and the 
children move backward and exit. 

APPENDIX II. 



A Minimum Physical Training Course for Elementary Schools. 



It sometimes becomes necessary to definitely outline the materials that 
are to constitute the physical training work in the schools of a city or county. 
In the following pages a minimum course of this character has been outlined. 
All the games, track and field events, dances, etc., spoken of in this course are 
to be found in the preceding pages. The time necessary for the accomplish- 
ment of the outlined work is 15 minutes daily. The exercises can be per- 
formed in any schoolyard that is large enough to accommodate a class. 

A daily physical training lesson according to this plan should consist of: 

1 . A short march. 

2. A setting-up drill. 

3. One track or field event, or, on certain days, 



GAMES AND DANCES. 257 

4. A prescribed game. 

See the rosters of games and dances for the different grades on next pages. 
Adhere the conditions are favorable one or two folk dances per term 
should be added to the program outlined above. 

PHYSICAL TRAINING COURSE FOR GRADES 1, 2 AND 3. 

1. Marching Tactics. 

In grades 1 , 2 and 3 the pupils must be able to march in a column of 
twos. 

2. Setting-Up Exercises. 

One set of exercises has been prepared for grades 1 , 2 and 3 (see next 
pages). After this set of exercises has been well learned teachers may take 
up the free exercises and the steps outlined in any good handbook of lessons in 
gymnastics for elementary schools. 

3. Track and Field Work. 

The passing mark for each age and for both sexes in the prescribed track 
and field events will be found on page 288. 

In grades 1 , 2 and 3 there are no regular prescribed aims to be reached 
in the track and field events. The pupils should, however, often be given an 
opportunity to try the standing broad jump, the throwing of a playground 
ball, and the running of short distances at full speed. 

4. Games and Folk Dances. 

(The folk dances are optional.) 
The prescribed games for each grade are as follows (after these have 
been learned the teacher may take up other appropriate games outlined in the 
preceding pages) . 

Grade I . 

Games — How D'ye Do; Oats, Peas, Beans; Toss Up; Did You Ever 
See a Lassie; Follow the Leader; Teacher-ball; Cat and Mouse. 

Folk Dances — Chimes of Dunkirk; Our Little Girls; Little Sister Come 
with Me; Danish Dance of Greeting. 



238 GAMES AND DANCES. 

Grade 2. 
Games— Muffin Man; Jolly Miller; Stand Dodgeball; Hand Tag; 
Blackman; Overtake. 

Folk Dances — I See You; Children's Polka; Carrousel; First of May. 

Grade 3. 

Games — Third Tag; Ball Relay; Chaseball; Fox and Chickens; Day 
or Night; Two Deep. 

Folk Dances — Shoemaker Dance; Gustafs Greeting; Cabbage Patch; 
Mountain March. 

DAILY SETTING-UP EXERCISES. 
Note — Exercises 3, 6, 8 should be taken only on command. 
Exercises 1 , 2, 4, 5, 7 should be taken in rhythm. 

Exercise No. ]. 
Arms to thrust — Bend — Thrust alternately sideward and upward. 
Count 1, 2, 3, 4. Repeat 4 to 6 times. 

Exercise No. 2. 

Arms for running — Bend — Running slowly in place. Count 1, 2 — 
1 , 2. Repeat this slow run from 30 to 50 times. During cold weather this 
number may be increased to suit the condititons. 

Note — If during inclement weather these exercises must be taken in the 
schoolroom a rapid knee-bending, hands being placed on hips, will take the 
place of the running. 

Exercise No. 3. 

Raise arms sideward, palms up, raise the chest and inhale deeply. 
While doing this count slowly 1 , 2, 3, 4. Exhale while counting 5, 6, 7, 8. 
Repeat this deep breathing four or five times. 

Exercise No. 4. 
Place hands on hips and to a side stride — Jump — At count 1 bend trunk 
fore-downward and straighten arms downward. At count 2 straighten trunk, 
swing arms fore-upward and inhale. This is a slow movement. At count 3 
replace hands on hips and exhale. Repeat four to five times. 



GAMES AND DANCES. 259 

Exercise No. 5. 

Arms sideward — Straighten (remain in side stride stand) — At count 1 
turn trunk left. At count 2 turn trunk right. During counts 3 to 8 repeat 
this, turning left and right. Halt clnd lower arms. Repeat four to five 
times, raising arms sideward when turning to the left. The arms always must 
be in line with the shoulders. When finished, jump to position. 

Exercise No. 6. 

Hands on hips — Place — At count I raise left leg backward. The leg 
must be kept straight and the body upright. After holdmg this position for a 
short time, at count 2, lower the leg. Repeat right at counts 3 and 4. Re- 
peat the exercise four to five times. 

Exercise No. 7. 

(Hands remain on hips) — Jumping in place. This must be done on the 
toes. Count 1, 2 — I, 2. Repeat ten to twelve times. Hands lowered. 

Note — If during inclement weather these exercises must be taken in the 
schoolroom a slow knee-bending, hands being placed on hips, will take the 
place of running. 

Exercise No. 8. 

At count 1 raise arms sideward, palms up, and inhale deeply. At count 
2 return to position. Repeat three to four times. 

Note — The above exercises are a careful selection of vigorous move- 
ments. As their main effects, besides posture, are upon heart and lungs, they 
always should be performed in the open air. 

The exercises that are combined with deep breathing always should be 
performed slowly, yet with a full contraction of the muscles involved. 

The results of these "setting-up" exercises, if correctly given, should be 
an upright bearing, an improved co-ordination and an increasing promptness in 
response to commands. 



260 



GAMES AND DANCES. 



ROSTER OF GAMES AND DANCES FOR GRADES 1 , 2 AND 3. 

ARRANGED BY MONTHS AND GRADES. 
In the Games an * denotes a team game. The Folf^ Dances (B) are optional. 



Grade 1. 



Grade 2. 



Grade 3. 



A. How Dy'e Do, p. 
5. See Note. 
September g Chimes of Dunkirk. 
Little Sister. 



A. Muffin Man, p. 9. A. Third Tag and 



B. I See You. 
Carrousel. 



Run, p. 37. 
B. Shoemaker Dance. 
Cabbage Patch. 



A. Oats, Peas, Beans ( A. Jolly is the Miller, A. Ball Relay* (over 
and Barley, p. p. 12. and back), p. 81 . 



October 



7. 
B. As in September. 



B. As in September. ' B. As in September 



November 



December 



January 



A. Toss Up and Catch, 

p. 59. 

B. As in September. 



A. Stand Dodgeball, p. A. Chaseball,* p. 82. 

Alternate, Circle 
Tag, p. 60. 



27. 
B. As in September. 



A. Did You Ever See A. Hand Tag, p. 15. 
a Lassie? p. 4. 



B. As in September. 



B. As in September. 



B. As in September. 

A. Fox and Chickens, 

p. 41. 

B. As in September. 



A. Follow the Leader, 

p. 15. 

B. As in September. 



A. Follow the Leader, j A. Follow the Leader, 

p. 15. I p. 15. 

B. As in September. B. As in September. 



A. Teacherball, p. 16. A. Black Man, p. 56. A. 
_ , B. Our Little Girls. 

February j^^j^jgi^ Dance of B. Children's Polka. '■ B. 

Greeting. First of May. 



Day or Night,* p. 

60.^ 
Gustaf's Greeting. 
Mountain March. 



March 



A. Toss Up and Catch, A. Stand Dodgeball, A. 
p. 59. p. 27. 



B. As in February. B. As in February. 



B. 



Chaseball,* p. 82. 
Alternate, Circle 

Tag, p. 60. 
As in February. 



A. How D'ye Do, My A. Jolly is the Miller, A. 
April Partner? p. 5. j p. 12. i 

B. As in February. i B. As in February. ' B. 



Third Tag and 
Run, p. 37. 
As in February. 



,A. Teacherball, p. 16. A. Overtake, p. 107. A. 
May I Form No. 1 . 

B. As in February. ; B. As in February. B. 



Ball Relay* (over 
and back), p. 81. 
As in February. 



June 



A. Cat and Mouse, p. i A. Cat and Mouse A. 

13. j (two cats), p. 24. 

B. As in February. I B. As in February. B. 



Two Deep, p. 84. 
As in February. 



Note — P. 5 means that a description of this game may be found on that page 
of this book. 



GAMES AND DANCES. 261 

PHYSICAL TRAINING COURSE FOR GRADES 4, 5 AND 6. 

1. Marching Tactics. 

In grades 4, 5 and 6 the pupils must be able to march in a column of 
fours. 

2. Setting-Up Exercises. 

One set of exercises has been prepared for grades 4, 5 and 6 (see next 
pages). After this set of exercises has been well learned teachers may take 
up the free exercises and the steps outlined in any good handbook of lessons in 
gymnastics for elementary schools. 

3. Track and Field Work. 

The passing mark for each age and for both sexes in the following three 
events will be found on page 288. 

1 . Standing broad jump. 

2. Fast running — 50 yards. If 50 yards are not available take 40 
yards or 30 yards. 

3. Basketball farthrow — overhead throw. After the age-aim in the 
overhead throw has been passed, the round arm throw may be taken. 

4. Games and Folk Dances. 
(The folk dances are optional.) 

Review appropriate games of the lower grades. The prescribed new 
games are as follows. 

Grade 4. 

Games — Change Tag; Passball Tag; Dodgeball in Circle; Fox and 
Chickens; Lame Goose; Day or Night; Standball ; Ball Relay; Three Deep. 
All forms of Relay Races. 

FolJ^ Dances — Bleking; Swedish Clap Dance; Hop Mother Annika; 
Tantoli. 

Grade 5. 

Games — Endball; Volleyball No. I ; Rob and Run; Day or Night; 
Cornerball. All forms of Relay Races. 

Foll^ Dances — Ace of Diamonds; Come, Let Us Be Joyful; Sweet 
Kate; Three Dance. 



262 GAMES AND DANCES. 

Grade 6. 
Games — Endball; Cornerball; Volleyball No. 2; Double Dodgeball; 
Poison. All forms of Relay Races. 

Foll^ Dances — Crested Hen; Czebogar; Black Nag; Virginia Reel. 

DAILY SETTING-UP EXERCISES. 

Note — Exercises 3, 6, 8 should be taken only on command. 
Exercises 1 , 2, 4, 5, 7 should be taken in rhythm. 

Exercise No. 1. 

Arms to thrust — Bend — Thrust alternately sideward and upward. 
Count 1 , 2, 3, 4. Repeat 5 to 8 times. 

Exercise No. 2. 

Arms for running — Bend — Running slowly in place, raising the knees 
forward. Count 1, 2 — 1, 2. Repeat this slow run from 40 to 60 times. 
During cold weather this may be increased to suit the conditions. 

Note — If during inclement weather these exercises must be taken in the 
schoolroom, a rapid knee-bending, hands being placed on hips, will take the 
place of the running. 

Exercise No. 3. 

Raise arms sideward, palms up, raise the chest, move the head back- 
ward and inhale deeply. Slowly count 1 , 2, 3, 4. Exhale and lower 
arms while counting 5, 6, 7, 8. Repeat this deep breathing 4 or 5 times. 

Exercise No. 4. 

Place hands on hips and to a side stride — Jump — At count 1 bend trunk 
fore-downward and straighten arms downward. At count 2 straighten the 
trunk and swing the arms fore-upward inhaling, and at count 3 lower the arms 
sideward, palms up. This is a slow movement. Now count from 1 to 8, 
during which sway the trunk first left sideward, and then right sideward. 
There should be moderate breathing during this swaying. At count 9 
jtraighten the trunk and replace hands on hips. Repeat four or five times. 



GAMES AND DANCES. 263 

Exercise No. 5. 

Arms sideTvard — Straighten f remain in side stride stand) — At count 1 

urn trunk left. Arms must be in line with the shoulders. At count 2 bend 

the trunk right sidevv^ard (eventually try to touch the floor), hands midway 
between the feet. At count 3 straighten the trunk. At count 4 turn the 

trunk a half turn right. At count 5 bend left sideward. At count 6 

straighten the trunk. Repeat six to eight times. 

Exercise No. 6. 

Hands on hips — Place — At count 1 raise left leg backward, body up- 
right and straighten arms sideward, palms up. At count 2 lower the leg and 
replace hands on hips. At count 3 raise the right leg and straighten the arms. 
At count 4 return. Repeat five to seven times. 

Exercise No. 7. 
(Hands remain on hips) — Jump to a side stride position. At count 2 
jump to a closed position. Count 1 , 2 — 1 , 2. Repeat twelve to sixteen 
times. Hands lowered. 

Note — If during inclement weather these exercises must be taken in the 
schoolroom, a deep knee-bending, taken slowly, hands being placed on the 
hips, will take the place of the jumping. 

Exercise No. 8. 
At count 1 raise arms fore-upward and inhale deeply. At count 2 
lower arms sideward, palms up. At count 3 exhale and lower arms to sides. 
Repeat four to five times. 

Note — The above exercises are a careful selection of vigorous move- 
ments. As their main effects, besides posture, are upon heart and lungs, they 
should be performed in the open air. 

The exercises that are combined with deep breathing always should be 
performed slowly, yet with a full contraction of the muscles involved. 

The results of these "setting-up" exercises should be an upright bearing, 
an improved co-ordination and an increasing promptness in response to com- 
mands. 



264 



GAMES AND DANCES. 



ROSTER OF GAMES AND DANCES FOR GRADES 4, 5 AND 6. 

ARRANGED BY MONTHS AND GRADES. 

In the Cames an * denotes a team game. The Foil; Dances (B) are optional. 





Grade 4. 


Grade 5. 


Grade 6. 


September 


A. Change Tag, p. 24. 

See Note. 

B. Bleking. 

Hop Mother Annika. 


A. Endball,* p. 91. 

B. Ace of Diamonds. 
Sweet Kate. 


A. Endball,* p. 91. 

B. Crested Hen. 
Black Nag. 


October 


A. Passball (tag), p. 

107. 

B. As in September. 


A. Volleyball* (first 

form), p. 86. 

B. As in September. 


A. Volleyball* (second 

form), p. 140. 

B. As in September. 


November 


A. Dodgeball* (in a 

circle), p. 115. 

B. As in September. 


A. Dodgeball* (in a 

circle), p. 115. 

B. As in September. 


A. Double Dodgeball,* 

p. 116. 

B. As in September. 


December 


A. Fox and Chickens, 

p. 41. 

B. As in September. 


A Change Tag, p. 24. 
B. As in September. 


A. Change Tag, p. 24. 

B. As in September. 


January 


A. Lame Goose, p. 56. 

B. As in September. 


A. Rob and Run,* p. 

112. 

B. As in September. 


A. Poison,* p. 78 
(count touches, re- 
main in circle). 

B. As in September. 





A. 


Day or Night,* p. 
60. 


A. 


Day or Night,* p. 
60. 


A. 


Day or Night,* p. 
60. 


February 


B. 


Swedish Clap 


B. 


Come, Let Us Be 










Dance. 




Joyful. 


B. 


Czebogar. 






Tantoli. 




The Three Dance. 




Virginia Reel. 




A. 


Dodgeball* (in a 


A. 


Dodgeball* (in a 


A. 


Dodgeball* (in a 


March 




circle), p. 115. 




circle), p. 115. 




circle), p. 115. 




B. 


As in February. 


B. 


As in February. 


B. 


As in February. 




A. 


Standball, p. 85. 
Alternate, Hatball. 


A. 


Endball,*p. 91. 


A. 


Endball,*p. 91. 


April 




p. 114 












B. 


As in February. 


B. 


As in February. 


B. 


As in February. 




A. 


Ball Relay* (over- 
head), p. 80. 


A. 


Ball Relay* (un- 
der), p. 81 (b). 


A. 


Ball Relay* (over 
and under ; first 


May 












over, second un- 
der). 




B. 


As in February. 


B. 


As in February. 


B. 


As in February. 


June 


A. 


Three Deep, p. 83. 


A. 


Cornerball,* p. 88. 


A. 


Cornerball,* p. 88. 


B. 


As in February. 


B. 


As in February. 


B. 


As in February. 



Note — P. 24 means that a description of this game may be found on that page 
of this book. 



GAMES AND DANCES. 265 

PHYSICAL TRAINING COURSE FOR GRADES 7 AND 8. 

I. Marching Tactics. 
In grades 7 and 8 the pupils must be able to march in a column of 
squads. 

2. Setting-Up Exercises. 

One set of exercises has been prepared for grades 7 and 8 (see next 
pages). After this set of exercises has been well learned teachers may take 
up the free exercises and the steps outlined in any good handbook of lessons 
in gymnastics for elementary schools. 

3. Track and Field Work. 

The passing mark for each age and for both sexes in the first three events 
will be found on page 288. 

1 . Standing broad jump. 

2. Fast running — 50 yards. If 50 yards are not available take 40 
yards or 30 yards. 

3. Basketball farthrow — overhead throw. After the age-aim in the 
overhead throw has been passed, the round arm throw may be taken. 

4. Special events, chinning or knee-raising. 

Age 11 12 

Boys — Grades 7 and 8 — Chmning Times 1 2 

Girls — Grades 7 and 8 — Knee-raising . . Times I 6 25 

4. Games and Folk Dances. 
(The folk dances are optional.) 

Review appropriate games of the previous grades. The prescribed new 
games are as follows: 

Grade 7. 

Cames — Captainball; Volleyball; Run Dodgeball; Rabbits; Prisoner's 
Base; Dodgeball, all forms; Passball, all forms. All forms of Relay Races. 

Folk Dances — Gathering Peascods; Irish Lilt; Bluff King Hal; Reap 
the Flax. 

Grade 8. 

Games — Captain Dodgeball; Volleyball; Battleball ; Dodgeball, all 
forms; Passball, all forms. All forms of Relay Races. 

Folk Dances — Highland Schottische; Rufty Tufty; Ox Dance; Minuet. 



13 


14 


15 


16 


3 


4 


4 


5 


28 


30 


30 


32 



266 GAMES AND DANCES. 

DAILY SETTING-UP EXERCISES. 
Note — Exercises 3, 6, 8 should be taken only on command. 
Exercises 1, 2, 4, 5, 7 should be taken in rhythm. 

Exercise No. 1. 

Arms to thrust — Bend — Thrust alternately sideward and upward. 
Count 1, 2, 3, 4. Repeat six to ten times. 

Exercise No. 2. 
Arms for running — Bend — Running slowly in place, raising the knees 
well upward. Count 1 , 2 — 1 , 2. Repeat this slow run from forty to sixty 
times. Halt. Arms lowered. During cold weather this number may be 
increased to suit the conditions. 

Note — If during inclement weather these exercises must be taken in the 
schoolroom, a rapid knee-bending, hands being placed on hips, will take the 
place of the running. 

Exercise No. 3. 

Raise arms sideward, palms up, bend the upper trunk backward and in- 
hale deeply. Slowly count 1 , 2, 3, 4. Exhale, straighten trunk and lower 
arms during counts 5, 6, 7, 8. Repeat this deep breathing four or five times. 

Exercise No. 4. 
Place hands on hips and to a side stride — Jump — At count 1 bend trunk 
fore-downward and straighten arms downward. At count 2 straighten the 
trunk, swing the arms fore-upward, inhaling, at count 3 lower them sideward, 
palms upward. This is a slow movement. Now count from I to 8, during 
which sway the trunk first left sideward and then right sideward, at the same 
time raising one arm and lowering the other to correspond with the swaying. 
There should be moderate breathmg during this swaying. At count 9 
straighten the trunk and replace hands on hips. Repeat four to six times. 

Exercise No. 5. 
Arms sideTvard — Straighten (remain in the side stride stand) — ^At count 
] turn trunk left, immediately bend right sideward and exhale. At count 2 



GAMES AND DANCES. 267 

straighten the trunk, remain facing left sideward and inhale. At count 3 
turn to the right, immediately bend left sideward and exhale. At 4 straighten 
the trunk, remain facing right sideward and inhale, then continue the exercise. 
This turn-bending is a most vigorous movement that must be done slowly. 
The arms always must be in line with the shoulders. Eventually try to touch 
the floor when bending sideward, hands midway between the feet. Repeat 
six to ten times. 

Exercise No. 6. 

Hands on hips — Place — At count I raise left leg backward, bend upper 
trunk backward and straighten arms sideward, palms up. At count 2 lower 
leg and replace hands on hips. At count 3 raise right leg backward, bend 
upper trunk backward and straighten arms. Count 4, return. Repeat five 
to seven times. 

Exercise No. 7. 

(Hands remain on hips) — At count ] jump to a side stride position. At 
count 2 jump to a crossed leg position, left in front. At count 3 jump to a 
side stride position. At count 4 jump, crossing right leg in front. Repeat 
twelve to sixteen times. Position — Jump. 

Note — If during inclement weather these exercises must be taken in 
the schoolroom a deep knee-bendmg, taken slowly, hands being placed on the 
hips, will take the place of the jumping. 

Exercise No. 8. 

At count 1 raise arms fore-upward and inhale deeply. At count 2 lower 
arms sideward, palms up, bend the upper trunk backward. At count 3 ex- 
hale, straighten trunk and lower arms. Repeat four to five times. 

Note — The above exercises are a careful selection of vigorous move- 
ments. As their main effects, besides posture, are upon heart and lungs, they 
always should be performed in the open air. 

The exercises that are combined with deep breathing always should be 
performed slowly, yet with a full contraction of the muscles involved. 

The results of these "setting-up" exercises should be an upright bearing, 
an improved co-ordination and an increasmg promptness in response to com- 
mands. 



268 



GAMES AND DANCES. 



ROSTER OF GAMES AND DANCES FOR GRADES 7 AND 8. 

ARRANGED BY MONTHS AND GRADES. 

In the Games an * denotes a team game. The Foll{ Dances (B) are optional. 





Grade 7. 


Grade 8. 


September 


A. 
B. 


Captainball,'^ p. 141. 
Volleyball,* p. 191. 
Gathering Peascods. 
Bluff King Hal 


A. 
B. 


Captainball,* p. 141. 
Volleyball,* p. 191. 
Highland Schottische. 
Ox Dance. 


October 


A. 
B. 


Volleyball,* p. 191 (third 

form). 
Captainball,* p. 141. 
As in September. 


A. 
B. 


Volleyball* p. 191 (third 

form). 
Captainball,* p. 141. 
As in September. 


November 


A. 
B. 


Run Dodgeball,* p. 137. 
Alternate, Captain Dodgeball,* 

p. 175. 
As in September. 


A. 
B. 


Captain Dodgeball,* p. 1 75. 
As in September. 



December g 



Rabbits,* p. 105. 
As in September. 



A. Rabbits,* p. 105. 

B. As in September. 



January g 



Prisoner's B 
As in September. 



ase,* p. 



133. 



A. Rob and Run,* p. 112. 

B. As in September. 





A. 


Run Dodgeball,* p. 137. 
Alternate, Captain Dodgeball,* 


A. 


Battleball,* p. 171. 




February 




p. 175. 










B. 


Irish Lilt. 
Reap the Flax. 


B. 


Rufty Tufty. 
Minuet. 




March 


A. 


Double Dodgeball,* p. 116. 


A. 


Dodgeball* (in a circle), p. 


115. 


B. 


As in February. 


B. 


As in February. 






A. 


Captainball,* p. 141. 


A. 


Captainball,* p. 141. 




April 




Volleyball,* pp. 191 and 192. 




Volleyball,* pp. 191 and 


192. 




B. 


As in February. 


B. 


As in February. 






A. 


Passball Relay,* p. 80 (encir- 


A. 


Passball (tag), p. 107. 




May 




cling). 










B. 


As in February. 


B. 


As in February. 






A. 


Captainball,* p. 141. 


A. 


Captainball,* p. 141. 




June 




Volleyball,* pp. 191 and 192. 




Volleyball,* pp. 191 and 


192. 




B. 


As in February. 


B. 


As in February. 





Note — P. 80 means that a description of this game may be found on that page 
of this book. 



GAMES AND DANCES. 269 

APPENDIX III. 



Suggestions for Coaching. 



The following events and suggestions were put in their present form to 
assist the classroom teacher in conducting track and field events. They are 
not intended for the use of trained or experienced coaches. When the teacher 
has reached this stage of experience the more advanced and technical books 
on these events are suggested. 

It will be of great value and assistance in all athletic and physical train- 
ing work to have the girls wear bloomers. 

SPRINTING. 
50-, 75-, 100- Yard Dash. 

A sprint is a run at top speed for a distance of 20 to 220 yards. It is 
also the final effort at the end of a long run. In a sprint the athlete taxes him- 
self to the utmost to secure the greatest possible speed. 

The start is of great importance. In starting there are two forms, the 
standing start and the crouch start. The more successful form of starting on 
a dirt or cinder track is the crouch start. In this the stronger leg is placed 
forward and its distance from the scratch varies with the size of the athlete, 
but the distance generally ranges from 4 inches to 7 inches from the scratch. 
A hole, usually, is dug for the rear foot. This hole should be at right angles 
to the surface. Its proper distance behind the forward foot is found by plac- 
ing the rear knee beside the instep of the forward foot. The arms are 
straight, and no part of the hands may overlap the starting line. 

The athlete should take a deep breath on the signal to "get set," and 
rise, balancing on hands and feet, at the same time leaning a little fonvard. 
The hands and fingers assist in maintaining a firm balance. When the signal 
to go is given the athlete should spring forward with both feet. The arms 
at once move in correct opposition to the legs. After leaping forward from 
the impetus given by the push-off, the runner should not straighten up imme- 
diately, as this retards his progress, but should straighten up gradually. The 
athlete should run straight forward with natural strides, the first stride not be- 
ing lengthened or shortened. 



270 GAMES AND DANCES. 

For class work the standing start is suggested as the best and most prac- 
tical. The stronger leg should be placed forward, and a slight crouching 
position should be assumed; the forward knee should be bent and the arms 
should be held so they will give immediate correct opposition to the legs. 
The stride should be easy, natural and not forced. The knees should be 
brought well up; the legs should not be crossed in the rear; the toes should 
grip the ground ; running should be on the ball of the foot. The arms should 
swing forward and backward, and should not cross the chest in front. 

The runner should not slow up as he approaches the finish line, but 
should put forth his greatest effort at this point. He should keep his move- 
ments well under control, and not throw his hands up as he crosses the line, as 
this retards his speed. The tape at the finish must not be touched by the 
hands. After crossing the line the runner should slow up gradually, running 
from 5 to 1 yards past the finish. 

Suggestions to Teachers — Class running, in couple or in squad formation, 
is very useful in developing form. Allow the pupils to run slowly, raising 
the knees high in front, weight on the ball of the foot. The arms should 
swing naturally, not crossing in front. In timing dashes of children a false 
finish may be used; that is, have the children run 5 to 10 yards past the real 
finish line; this avoids slowing up before the finish line is reached. Warn the 
children to keep their speed whether they are first or second, as they are run- 
ning against time. 

Occasional practice in starting will prove very beneficial — a quick get- 
away is very helpful. A short race is usually decided by a good start. 

SHUTTLE RELAY RACE. 

The equipment consists of two posts or standards placed upright in the 
ground 100 yards apart (for girls 75 yards apart) for each team, a baton, 
also a cord or rope connecting the two posts to divide the lanes. 

A team consists of ten members. Five of these form in the rear of one 
post in a flank rank, and the other five form in rear of the other post at the 
opposite end of the course. At the starting signal the first runner runs along 
one side of the rope, holding the baton in the right hand, to the other end 
of the course. Here he passes the baton to the first runner at this end, who 
runs down the opposite side of the rope and passes the baton to the next run- 



GAMES AND DANCES. 271 

ner. This continues until all the members of the team have run. The time 
is taken as the last runner crosses the starting line. 

If the baton is dropped it must be recovered by the runner w^ho dropped it. 

The baton must be passed around the post. The receiver stands in rear 
of the post with one hand outstretched to receive the baton. 

Fouls — Dropping the baton and failing to recover it. Passing the baton 
in front of the post. 

Penalt]) — Disqualification of the team. 

Suggestions to Teachers — As a classroom game where the teacher does 
not have the necessary equipment, the following is suggested : Divide the class 
into four teams; two of boys, two of girls. Then divide each team into two 
parts. Teams take their position at the end of the required distance. The 
race is then run as a regular shuttle relay. 

Board erasers or rulers may be used as batons. If it is impossible to 
place posts, the last child to run on each end may be placed to act as the post 
around which the baton must be passed. 

PURSUIT RELAY RACE. 

The equipment consists of an oval or circular track and a baton. The 
touch-off may be made within 1 yards of either side of the scratch line, and 
a running start is permissible by all except the first runner. A team usually 
consists of four runners. 

Coaching Suggestions — Special attention should be paid to the placing 
of the runners. TTie speediest man should run last, the next speediest should 
run first in order to get a good lead for No. 2 and No. 3 men who are slower. 
If both No. 2 and No. 3 men are fairly speedy, have the fastest man run 
third. This placing is very important if a greater number of runners than 
four are participating in the event on each team. 

The pursuit relay may be run over any distance, the recognized relays 
being the 440-, 880-yard, 1-mile and 2-mile races. The training for the 
event depends entirely upon the distance to be run. Practice the starting and 
the passing of the baton. Special attention should be paid to this feature. It 
is advisable to have the runner who is receiving the baton stand with his back 



272 GAMES AND DANCES. 

toward the inside of the track, his left foot extended forward, and have him 
receive the baton with the right hand. 

Occasional jogs for a greater distance than the required run are bene- 
ficial in developing the wind. 

Suggestions to Teachers — For class work, where a suitable track is 
available, the entire number participating may be divided into two teams, and 
if the track is narrow, one team may be placed on each side of the oval or 
circle. The runners from both teams encircle the track in the same direction ; 
/, e., counter-clockwise; the team having its last runner cross its own finish line 
first being the winner. 

STANDING BROAD JUMP. 

The standing broad jump must be started by toeing the mark. Where 
spiked shoes are used the toes should be placed up to, but not over the line. 
TTie feet should be placed fairly close together. The arms should be swung 
forward and upward, and at the same time the pupil should rise upon the toes. 
Then, bending the knees, swmg the arms downward and backward. Jump 
on the forward swmg of the arms, bringing the knees well up toward the chin, 
and holding a crouch position while in the air. 

The landing should be made on both feet in a crouched position. The 
arms should be forward about shoulder high, the jumper trying to reach as 
far forward as possible. Where children are jumping on a dirt surface or in 
a pit, distance will be added to the jump by a shght straightening of the leg 
just before the landing is made. 

Where ordinary shoes or rubber-soled shoes are used a slight toe hold 
over the take-off board is permissible. 

A jump is measured from the edge of the take-off board to the impress 
nearest to the board or to the impression of the nearest heel. 

Note — If the jumper falls backward measure to the nearest impress, 
whether it be that of hands, feet or head. 

Fouls are made by the following: One-step jump; double jump; touch- 
ing the pit in front of the take-off with the feet, or falling into the pit. 

Suggestions to Teachers — Jumping used as a class exercise is beneficial 



GAMES AND DANCES. 273 

for developing form. Teachers should watch and eliminate step jumps, 
double jumps, bent-arm position when jumping, etc. 

Encourage children to get as much height as possible when jumping. 

RUNNING BROAD JUMP 

No particular physical build is necessary, as a rule, but good broad 
jumpers are usually persons who are tall, and who have good sprinting ability. 

The equipment consists of a smooth, level runway to a pit. The take- 
off should consist of a joist 8 inches wide sunk into the ground. In front there 
is a 6- to 8-inch dug-out, beyond which extends an area of loosened soil about 
25 to 30 feet in length and 8 to 1 feet in width. 

TTie run must be at full speed, allowing about 26 feet for a start. 
Don't hit the take-off at too great a speed or else the sprmg will be broken. 
Two methods of measuring exist, either measuring from the edge of the take- 
off board or measuring from where the take-off is actually taken. The latter 
method is advisable in novice meets. 

From the spring soar into the air, draw the knees well up. The arms 
should be raised fore-upward. As you are about to land, vigorously 
straighten the legs forward, this adds greatly to the distance. Some jumpers 
use the scissors kick, which consists of trailing the take-off leg with the knee 
bent, and then with a scissors motion snap this leg forward. 

Coaching Suggestions — Have the athlete constantly practice the take- 
off, taking it squarely and without altering his stride, in order to hit it just 
right. A mark is often made about ten or twelve paces back from the board, 
at which the proper foot (athlete must find out which is the correct one) 
must strike in order to strike the board with the take-off foot without changing 
the stride or speed. About fifteen paces behind the first mark another is made 
for the start. This extra space is for gradually increasing the speed, so that 
by the time the first mark is reached full speed is nearly attained. 

HOP, STEP AND JUMP. 

Strong legs, good spring, fair speed and good body control are neces- 
sary. Broad jumpers usually excel in this event. 

The equipment consists of a take-off and a level stretch beyond it about 



274 GAMES AND DANCES. 

30 feet long, at the end of which is a jumping pit 12 to 15 feet long. 

With a good running start, take off with either foot and hop (landing 
on the same foot) then step forward with the other foot, following with a 
broad jump, landing on both feet. The hop must not be too long nor too 
high. Increase the size of the step by gettmg a good spring. The step is 
generally the weakest point in a jumper. The final effort is the same as in 
the broad jump, the arm movement being very important. 

This event is also taken from a stand, starting either from one or from 
both feet. 

Coaching Suggestions. They are the same as for the broad jump. 
Arouse the athlete's interest by measuring each part of his jump. Look for 
faulty interfermg movements. 

RUNNING HIGH JUMP. 

No definite rule as to size can be made in this event, as both small and 
large persons have made good jumpers. Girls between 8 and 12 years may 
take up jumping. After menstruation is firmly established they may again 
participate in jumping. 

The tall, strong-limbed person has the advantage. All jumpers need a 
good, natural spring and strength in the legs, hips and abdomen. 

The equipment consists of two movable uprights, placed 6 to 8 feet 
apart with holes at 1 -inch intervals from 1 foot 8 inches to 7 feet. Pegs fit- 
ting the holes are needed to support the crossbar. The crossbar is made of 
bamboo, or of light metal tubing. A line is drawn 3 feet in front of the 
standards, called the balk line. On the other side of the stands is the jump- 
ing pit, filled with loose soil or sawdust. Extremely peculiar styles of take- 
off should not be imitated by beginners. The object to be worked for is to 
throw the body head-high or higher, and to get the hips out of the way with 
a quick turn or twist. This requires practice, and should be mastered before 
trying for height. 

There are three distinct styles of high jumping, each modified a little by 
individual jumpers: 



GAMES AND DANCES. 273 

1. The Straight-Over Jump. 
The athlete should not take too long a running start, but begin with a 
slow run, making the last six steps longer and with increased speed. It is not 
necessary to run hard at the bar, but bound easily along. The free leg is 
swung powerfully forward and upward, followed by the other leg and a sud- 
den arching of the body, then snap the legs down quickly, landing on one or 
both feet. A slight turn, left or right, may be taken to assist in getting the 
hips out of the way. 

2. The Scissors Jump. 

This is the jump most frequently used by beginners. The landing 
should be made on the same foot that is used to take off with. A turn is 
necessary if a good height is expected. Taking off with the left foot, start 
straight in front, or a little to the left, of the crossbar. Nearing the bar, a 
small arc is described. Spring from the left foot, and at the same time the 
right leg is powerfully kicked up. Nearing the bar, the body is sharply 
turned left, thereby jerking the hips and left leg over. If takmg off with the 
right foot reverse this. 

3. Front Vault Jump. 

In this junip a half turn in either direction is made when the body is 
clearing the bar, the front of the body passing over the surface of the bar. 
When clearing the bar the free leg is swung backward and upward, the body 
clearing the bar facing it. This is a spectacular jump, and the one with 
which the best results are attained, but is not used very often, as it requires 
skillful control of the body, as the result of long practice. 

Coaching Suggestions — Don't do too much. Take up practice for 
form first, and stay at it until it is perfect. Call attention to the free leg. 
Observe the natural style of the jumper, and don't try to change it unless 
it prevents a good jump. The take-off varies according to the physical 
build, and may be 3 feet 6 inches from the bar. Marks to gauge the stride 
may also be made, similar to those in the broad jump. 



276 GAMES AND DANCES. 

BASKETBALL OVERHEAD FARTHROW. 

The start should be made by toeing the line, with the feet in a side 
stride position. The ball should be held with the hands slightly in the rear 
of the ball, the fingers in a spread position. Now bend the trunk forward, 
bending the knees slightly, meanwhile watching the ball. Straighten the 
trunk, straightening the knees, and bring the ball in rear of the head, arms 
bent slightly, trunk bent backward. Repeat this movement several times, 
then, on the forward movement deliver the ball at an angle of 45 degrees. 
The ball should be thrown from overhead with both hands. The delivery 
of the ball should always be accompanied by a "follow thrpugh" of the 
hands. The feet should not be moved from place (heels may be raised) 
until the ball touches the ground. A lane in front of the take-off should be 
marked with lines 1 foot apart — lines running parallel to the scratch line. 

Fouls are made by hopping, jumping, touching the ground in front of 
the scratch line with the hands or feet, or by moving the feet in any direction, 
or liftmg the feet before the ball touches the ground. 

Coaching Suggestions — Teachers should look for fouls and warn chil- 
dren of the same. Use class exercise to develop form. 

Have pupil use an eye mark about 30 feet away from the scratch line. 

KNEE-RAISING. 

Jump to a straight arm, still hang on the horizontal bar. Draw up both 
knees until the thighs are parallel to the floor, knees level with the hips, the 
upper leg forming a right angle with the trunk. Toes are pointed toward 
the floor. 

The raising and lowering should be done in a slow, steady rhythm. 
Avoid all swinging of the body. Do not attempt a fast, jerky rhythm, as 
this causes a swinging motion of the body. Repeat the exercise as often as 
possible. 

CHINNING. 

Jump to a straight arm, still hang on the horizontal bar. Either over or 
under grip may be used. From this position pull up slowly until the chin is 
slightly above the bar. Lower slowly to the straight arm hang, and repeat 



GAMES AND DANCES. 277 

as many times as possible. The legs should hang straight, and the feet should 
be together, and the toes pointed toward the ground. 

POTATO RACE. 

Equipment: Six wooden cubes about 2 by 2 by 3 inches. One basket 
(box or bucket) for each team. 

The receptacle is placed on the scratch line (starting line). 
The first block is placed 6 feet beyond the start, and the other ^ 

blocks every 6 feet thereafter. The finish is 10 feet in the rear O 

of the starting line. (See diagram.) ^ 

The blocks may be gathered m any order, one at a time. 
They should be picked up with the right hand and transferred to 
the left as the runner is returning. The reverse may be used if the O 

runner is left-handed. start -|- 

The following order is suggested as being the quickest and ^ 

giving the best results in competition: 6, 5, 2, 1, 4, 3. PiNiSH-i 

Care should be taken not to overrun the block that the runner 
intends to pick up, and runners should place (not throw) the blocks in the 
receptacle. 

Suggestions to Teachers — In place of blocks, board erasers, potatoes, 
stones or any small objects of uniform size may be used. If receptacles are 
not handy a small circle ( 1 foot in diameter) may be marked on the ground, 
into which blocks may be placed. The event may be used as a relay by 
having the runners alternately plant and pick the potatoes, and having a circle 
on the ground instead of a receptacle. 

TUG OF WAR. 

The team usually consists of ten members. The rope should be from 
30 to 35 feet long, and at least I inch in diameter, and should be free from 
knots or holdings for the hands. 

A center tape shall be affixed to the center of the rope and 3 feet on 
each side of center tape a side tape shall be affixed to the rope. 

A center line shall be marked on the floor (or ground) and 3 feet on 
each side of center line a side line parallel thereto. 



278 GAMES AND DANCES. 

At the start the rope shall be taut and the center tape shall be over the 
center line, and the competitors shall be outside of the side line. 

The pull shall be started by any prearranged signal. 

The end of the pull is announced by the blowing of a whistle or by 
pistol. 

A pull shall be won where one team has pulled the opposing team over, 
so that the center tape shall be over the side Ime. If neither team succeeds in 
pulling the opponents over the side line, the event shall be won when one 
team has secured the advantage of 6 inches at the expiration of one minute. 

Suggesiions to Teachers — Select contestants who have weight and 
strength. The best results are secured by placing the team in alternate posi- 
tions along the rope. The heavier contestants should be placed toward the 
rear. The arms, legs and the body should be straight and inclined back- 
ward. This position should be maintained throughout the entire time of the 
pull. Breathing should be normal. Street clothes may be worn, also rub- 
ber-soled shoes or rubbers to prevent the feet from sliding. Individual pull- 
ing should not be tolerated. A starting signal should be used so that all 
will pull together. 

As a class event divide the number participating into two equal teams, 
and pit them against each other. 

HURDLING. 

A good hurdler must be tall and have long and strong legs, and must 
be well proportioned. He must be an excellent sprinter, and have a good 
natural spring, also courage and determination. Timid persons rarely make 
good at the hurdles. 

The equipment consists of ten low hurdles, each 2 feet 6 inches high, 
placed over a distance of 220 yards (20 yards apart). From the start to 
the first hurdle the distance is 20 yards; from the last hurdle to the finish the 
distance is also 20 yards. 

High hurdles are ten in number, each 3 feet 6 inches high, placed over a 
distance of 1 20 yards. The hurdles are 1 yards apart, there being 1 5 
yards between the start and the first hurdle, and 15 yards between the last 
hurdle and the finish. 

Each hurdler has a separate row of hurdles. 



GAMES AND DANCES. 279 

LoTP Hurdles — The high and the low hurdles each demand a different 
style. In the high hurdles three strides are taken between the hurdles; in the 
low, seven strides. The take-off is about two yards from the hurdles. In 
the jump over each hurdle 12 to 13 feet is covered. The shorter that dis- 
tance can be made the faster the time. It is important to reach the first 
hurdle with the correct foot. The clearing should be as low as possible 
without hitting. Don't soar over, but take the hurdle in the stride. The 
forward leg is swung directly forward and pointed somewhat upward. The 
rear leg immediately follows in a way that the entire exertion resembles an 
elongated stride. This is where long legs assist. Seven strides between 
jumps is used by all champions. Clearing the hurdles in 1 3-foot strides leaves 
the remaining 47 feet to be covered in seven strides. In all other respects this 
race is the same as the 220-yard dash. 

High Hurdles — This event is essentially different from the low, in that 
there are but three strides between the jumps. Take the hurdles at a mod- 
erate speed. The forward leg is swung forward and pointed well up. The 
rear leg follows with a lateral motion, turning the leg outward. This will 
bring the knee over without soaring too high. The same rule to skim over 
the hurdles applies here. The rear foot must be well pointed, so the toes 
don't hook. The jump covers 12 feet or less. In landing, the forward leg 
snaps down in a forward direction. Be careful not to lose balance, for in 
regaining it time is lost. 

Coaching Suggestions — Teach first, form in clearing the hurdles. Then 
the start and taking the first hurdle. Practice springs to acquire speed and 
quarter-mile runs for endurance. Pay especial attention to skimming the 
hurdle, the correct take-off and the landing, with the forward leg pointing 
directly forward. Then practice on three hurdles, increasmg the number of 
hurdles as greater efficiency is developed. 

If the athlete tries out for both hurdles, start him on the high ones first. 
Care should be taken that form for each style is taught correctly, as faults 
once acquired are hard to break. 

Suggestions to Teachers — The above rules are for standard hurdle races. 



280 



GAMES AND DANCES. 



m 



<u 



In the elementary schools or for girls it is suggested that the number of hurdles 
be decreased, and that the height of the hurdles be lowered 
to suit the individuals. The distance between hurdles 
should be decreased, but the fundamental distance should 
be kept ; that is, keep seven strides between the low hurdles, 
and three strides between the high hurdles. In this manner 
correct form can be taught. 

If it is impossible to obtain regulation hurdles an 
imitatiton of the regulation jumping standard may be made 
in the shop. 

A wooden base 1 ^ feet square and an upright made 
of 2-inch square wood, the height to be determined by the 
size of the athletes. Starting at 1 foot above the base and continuing every 
2 inches dowel pins are placed, extending outward about 1 inch. Then use 
as a crossbar a light wooden bar or a rope with weighted ends. 




APPENDIX IV. 



Competitive Mass Athletics. 



The success of mass competition in athletic sports as a means for rapidly 
improving the physical fitness of young men drafted for army service has 
created a great interest in these forms of bodily exercise. 

Most communities, naturally, do not have the space nor the time or 
equipment necessary to undertake all the forms of competition that were used 
in the army training camps. In the following we have, therefore, gathered 
a number of standard events and indicated methods of conducting them that 
will be useful in competition among individuals as well as among teams. 

TTiese events have been grouped as follows: 

A. Track Events. 

B. Field Events. 

C. Combative Events. 

D. Team Games of Low Organization. 

E. Handicap and Combination Races. 

F. Stunts. 



GAMES AND DANCES. 281 

A. TRACK EVENTS. 

1. Running — It is wise to use standard distances, so as to be able to 
compare your results with those obtained elsewhere. 

The standard distances are 40, 30, 75, 100, 220, 440 yards, ^^ ^^^ 
and 1 mile. 

The team events are the straight relay, the shuttle relay race, and the 
return relay race. (See notes, p. 270.) 

2. Hopping — Because of the strenuous nature of the exercise the dis- 
tances should be short. 

The standard distances are 10, 15, 20 and 25 yards. 

The team events are the straight relay, the shuttle relay and the return 
relay race. 

3. Hurdling — Hurdling is a combination of running and step-jumps. 

The standard distances are 120 and 220 yards, with ten hurdles. 

The hurdles are either low, with 2 feet 6 inches or high, with 3 feet 6 
inches. For children and for women these heights and distances, also the 
number of hurdles should be reduced. 

B. FIELD EVENTS. 

1. Jumping — Broad, high, or broad-high. 

The jump may be performed from a stand or after a preliminary run 
or hop. 

The exercise itself may be either a jump, or a hop, or a step. 

The distance may be covered by a succession of jumps, or hops, or 
steps; or by a combination of two or three. The most frequently used jumps 
of the combination type are the hop, step and jump, and the triple standing 
broad jump. 

2. ThroTping — An object may be thrown for distance, for height or 
for accuracy. The throw may be from a stand, from a run, from a spring- 



282 GAMES AND DANCES. 

start and from a turn. The possibilities are mentioned (in parentheses) at the 
end of each event. 

The standard events are: 

1 . Basketball farthrow, (a) overhead forward, (b) overhead back- 
ward (stand). 

2. Round arm basketball farthrow (stand, spring-start, run). 

3. Baseball farthrow, also for accuracy (stand, run). 

4. Hurlball farthrow (stand, spring-start, run, turn). 
Additional events are: 

5. Javelin farthrow, also for accuracy (stand, run). 

6. Discus farthrow (stand, turn) . 

3. Putting — Putting always is for distance. As a rule a solid shot is 
used, although a medium weight medicine ball also can be used. The stand- 
ard weights are 8, 12, 16 pounds (stand, turn). 

4. Football Kicl^ing — As a rule the oval ball is used for these events, 
although the round football also may be used. The standard events are: 

1 . A kick-off. 

2. A drop kick. 

3. A punt. 

Notes Relating to A and B. 

Running may be done forward, sideward with crossing legs, and back- 
ward. 

There are also the following additional forms: Bent-knee running; bent- 
body running; running with a complete turn at some specified place, or with 
a roll forward or backward. Run forward on all fours, also backward and 
sideward, rabbit jump forward (frog jump). Use a jumping rope or hoop 
and perform various stunts during the race. Roll over a player placed in the 
center of the track, then continue the run. Egg-race; balance a basketball 
overhead on one hand while running; man lifting at some specified place; 
wheelbarrow race. 



GAMES AND DANCES. 



283 



\. >[- 



-> 



h 



-^ 







The following are the commonly accepted terms for relay races, and 
the forms of their execution: 

1. Straight relay (straight away). 

2. Shuttle relay (to and fro). 

3. Return relay (run to a certain 
place and back again; useful m gymna- 
sium for stunts on apparatus, obstacles). 

4. Double return relay (perform 
some stunt in the middle and return). 

5. Double shuttle relay (perform 
some stunt in the middle and then run and 
touch off the player on the opposite side). 

"Double" means that the first player 
on both parts of the team starts off at the 
same time, and performs some stunt in the 
middle before running to the opposite side 
and touching off the next player (shuttle) or before returning to the same side. 

Jumpmg in team competition may be in the form of *'progression," during 
which the next team member begins where the preceding one finished. It 
also may be in the form of "jump and return," "to and fro." In this form 
the first team member jumps, whereupon the first member of the opposite 
team "returns" by jumping in the opposite direction from the landing spot of 
the first jumper. This latter form is used where there is limited space or 
where large numbers must be handled. 



h 



h 



I- 



I 





-H 



;h 



C. COMBATIVE EVENTS. 

1 . Wrestling — These combative events consist of exercises whose ob- 
ject it is to struggle, fight or wrestle with an opponent and force him to give 
up his position, or force him to release something, to give up something. 

1. Hand wrestling (give up stand). 

2. Wrist wrestling (give up stand). 

3. Wand wrestling (give up wand or cane). 

2. Pushing — These pushing events may take place either with both 
feet on the ground or while hopping. 



284 GAMES AND DANCES. 

1 . Shoulder push, both hands against opponent's shoulders. 

2. Wand pushy either on one, or between two wands; (a) face oppo- 
nent, (b) back to opponent. 

3. Pole push, as 2, only have two, three or more opponents at each end. 

4. Roll over, sitting on ground, wand under knees and between elbows. 
3. Pulling — These pulling events may take place either with both feet 

on the ground or while hopping. 

1 . Hand pull, grasp opponent's hand or wrist. 

2. Wand pull, either on one or between two wands; (a) face oppo- 
nent, (b) back to opponent, (c) sitting on ground. 

3. Pole pull, as 2, only have two, three or more opponents form a 
team. Tug of War. 

4. Hopping Contest — (Rooster fight). 

1 . Free hop, both opponents are free to hop anywhere. 

2. The siege, one opponent stands with one foot in a circle. The other 
hops during his attack. This event may be made more strenuous by having 
two or more attackers. 

D. TEAM GAMES OF LOW ORGANIZATION. 

Only such games are mentioned as may be played by large groups with- 
out any special trainmg. 

1. Tag Games — Day or Night, Stoop-tag (pairs and teams). Rabbits. 

2. Ball Games — Circle Dodgeball, Endball, Battleball, Hurlball, 
Captain Dodgeball, Progressive Dodgeball, Towerball, Circle Teacherball. 

3. Miscellaneous Games — Passball (overhead, underneath). Potato 
Race, Spin the Platter, Catch the Wand. 

E. HANDICAP AND COMBINATION RACES. 

1 . Handicap Races — 

1 . Sack Race. 

2. Three-legged Race. 

3. Centipede Race. 



GAMES AND DANCES. 285 

4. Knapsack Race. 

5. Obstacle Race. 

6. Squat Race. 

7. Squat Race by team connected through hands on front shoulders. 

8. Exchange Race, consisting of divesting oneself of various pieces of 
clothing, and, on the return trip, again putting them on, also of exchanging 
parts of clothing with other team members at various specified times during 
a race. 

2. Combination Races — There are innumerable combinations of the 
events enumerated above. But all possible combinations are not usable, and 
many that are usable are not advisable, or they may even be dangerous for 
certain age-groups. A wise selection is, therefore, necessary. In the fol- 
lowing a limited selection of good combinations are presented. 

In many cases hopping may take the place of running. 

(a) Running and Throwing. 

Each team member runs a definite distance and then throws a ball. 
This ball throw may be for accuracy, for instance, into a basketball goal, or 
over a rope stretched at a definite height. In case the race is in form of a 
shuttle the throw also may be into the hands of the next team mate. 

(b) Running and Vaulting. 

The runner during the race vaults over a piece of apparatus before pro- 
ceeding or before returning. 

The apparatus may be a horse, parallel bars, horizontal bar, etc. 

(c) Running and Hurdling or Jumping. 

The runner may encounter one or more hurdles; or after running a cer- 
tain distance he must perform a step-jump over a mattress lying on the floor, 
or a series of step-jumps over several mattresses lymg m a row, etc. 

(d) Running and Climbing. 

After running a certain distance the runner must climb over a double 
boom placed in his path, or over a scaling wall, or up one rope and down 
the next, or up one side of a ladder and down on the other side, etc. 



286 GAMES AND DANCES. 

F. STUNTS, 
(a) By Individuals. 

There are numerous stunts gladly performed by the average boy or girl, 
as well as by adults, that lend themselves well to competitive ends. The 
standard events are (1) chinning; (2) hand stand against a wall, also free 
hand stand; (3) head stand; (4) upper arm stand; (5) walking on the 
hands; (6) cartwheel; (7) bending backward against a wall; (8) bend the 
crab; (9) wind through a stick held in hands; (10) wind through a small 
hoop ; ( 1 1 ) wind through a stick held vertically, one end resting on the floor ; 
(12) hitch-kick; (13) leap-frog; (14) raise leg forward, bend to a full 
squat and rise; (15) jump over a stick held in both hands, forward, back- 
ward; (16) jump up with a complete turn (this jump can be made quite dif- 
ficult if the landing must be in specified areas or if the body must assume 
specified positions when landing; (17) jump over one leg, the foot of which 
you hold with the opposite hand (forward and backward) ; (18) jump over 
one leg, the foot of which is placed against a wall (this necessitates a turn 
about while jumping) ; (19) push back (from a wall) ; (20) lie flat on back» 
rise up with folded arms; (21) long reach and return to standing position 
(hands may touch floor only once). 

(b) By More Than One Person. 

(22) Hip swing-up on a stick held on the shoulders of two; (23) cater- 
pillar roll forward by twos, threes or more; (24) caterpillar roll backward 
by twos or more; (25) stand on knees of partners; (26) stand on shoulders 
of partners; (27) hand stand on knees of partners; (28) hand stand on 
hands of partners (very difficult) . 



GAMES AND DANCES. 287 



APPENDIX V. 



Additional Pla'^ground Activities. 



Most forms of track and field work can be used for playground activities. 
The size and surface of the ground, as well as the age and sex of the players, 
must always be taken into consideration when making a selection. Running 
over various distances should always be selected. Then the different kinds of 
jumping (standing jump, running jump, hop, step and jump, jumping over 
low hurdles, etc.) are useful. Vaulting over low objects appeals to girls as 
well as to boys, and may be indulged in as follows: Vaulting over a rope while 
swinging on the giant stride, vaulting over a rope by means of a pole (pole 
vaulting) ; vaulting over a low horizontal bar. Walking, running or skipping 
on a balance-beam (a small telegraph pole placed horizontally at one side of 
the playground) , also vaulting over the same, are admirable exercises of skill 
which appeal to players of all ages. Where there is a good jumping pit 
filled with sand, deep jumping from a jumping tower, or a ladder, or a high 
box is an exercise that not only appeals to most young players, but which at 
the same time develops courage to a high degree. 

As indicated in the preface, competition brings with it a strong inclination 
to participate oftener in track and field events. This competition may be in 
the form of reaching or surpassing a record established by a champion, or a 
standard set by some officials. Now, while there are championship records 
for all imaginable events, these, obviously, are of no service to the teacher on 
a playground. What is needed for playgrounds are standards set by play- 
ground workers which the average boy and girl will be able to reach. The 
following *'Age Standards" or "Class Aims" have been in use in Philadelphia 
for some time, and are safe guides of what may be expected of children of 
certain ages: 



288 GAMES AND DANCES. 

CHART BASED UPON AGE, SHOWING AIMS IN TRACK 

AND FIELD EVENTS. 

For Girls and Boy^s 8 to 1 5 Years (Inclusive) in Elementary Schools. 

30- Yard Dash (In Seconds and Fifths). 

Years 8 9 10 11 12 13 14 15 

•Girls 6.3 6.3 6.2 6.0 5.4 5.4 5.4 5.4 

Boys 6.1 6.0 5.4 5.3 .5.2 5.2 5.1 5.0 

40- Yard Dash (In Seconds and Fifths). 

Years 8 9 10 11 12 13 14 15 

Girls 8.2 8.1 8.0 7.3 72 7.2 7.2 7.2 

Boys 7.4 7.3 72 7.1 7.0 6.4 6.3 6.2 

50-Yard Dash (In Seconds and Fifths). 

Years 8 9 10 11 12 13 14 15 

Girls 9.3 9.2 9.1 9.0 8.4 8.3 8.3 8.3 

Boys 9.0 8.4 8.3 8 2 8.1 8.0 7.4 7.3 

75-Yard Dash (In Seconds and Fifths). 

Years 8 9 10 11 12 13 14 15 

Girls 15.2 14.3 14.1 13.4 13.3 13.2 13.1 13.1 

Boys 14.0 13.3 13.1 12.3 12.1 11.4 11.2 11.0 

100-Yard Dash (In Seconds and Fifths). 

Years 8 9 10 11 12 13 14 15 

Girls 19.1 18.3 17.1 16.4 16.3 16.2 16.1 16.1 

Boys 19.1 18.3 17.1 16.1 15.2 15.0 14.1 13.2 

Standing Broad Jump (In Feet and Inches). 

Years 8 9 10 11 12 13 14 15 

Girls 3.0 3.2 3.4 3.6 3.8 3.10 4.0 4.1 

Boys 3.4 3.8 4.0 4.3 4.6 4.9 5.0 5.3 

Running Broad Jump (In Feet and Inches). 

Years 8 9 10 11 12 13 14 15 

Girls 5.5 5.6 5.10 6.0 6.2 6.4 61 6.9 

Boys • 6.0 6.6 7.0 8.3 9.3 10.0 10.2 10.5 

Triple Standing Broad Jump (In Feet and Inches). 

Years 8 9 10 11 12 13 14 15 

Girls 10.4 10.6 11.4 11.10 12.6 12.9 12.11 15.4 

Boys 12.0 12.3 13.0 13.9 14.6 15.3 16.0 16.9 



GAMES AND DANCES. 



289 



Running Hof, Step and Jump (In Feet and Inches). 

Years 8 9 10 11 12 13 

Girls 9.2 11.6 13.8 14.6 15.5 15.6 

Boys 10.0 13.0 16.4 18.0 18.8 19.9 

Running High Jump (In Feet and Inches). 

Years 8 9 10 11 12 13 

Girls 2.2 2.5 2.8 2.9 2.10 Z.2 

Boys 2.2 2.5 2.8 2.10 3.0 3.1 

Basketball Overhead Farthrow (Feet). 

Years 8 9 10 11 12 13 

Girls 12 14 16 18 19 21 

Boys 14 16 18 20 23 24 

Basketball Round Arm Farthrow (Feet). 

Years 8 9 10 11 12 13 

Girls 13 15 17 19 22 25 

Boys 19 22 26 29 ZZ 2>7 

Playground Baseball Farthrow (Feet). 

Years 8 9 10 11 12 13 

Girls 23 26 30 35 43 48 

Boys 38 47 57 67 77 88 

Chinning (Times). 

Years 8 9 10 11 12 13 

Boys 1 2 3 

Knee R.ajsing (Times). 

Years 8 9 10 11 12 13 

Girls 4 8 12 16 25 28 

Rope Climbing (Feet). 

Years 8 9 10 11 12 13 

Girls 3 3 3 3 3 4 

Boys 8 10 12 13 14 15 



14 


15 


16.4 


16.6 


21.7 


23.0 



14 


15 


3.2 


3.2 


3.2 


2,.2> 



14 


15 


22 


23 


27 


29 



14 


15 


28 


30 


42 


47 



14 


15 


53 


54 


102 


108 



14 
4 



14 
30 



15 
4 



15 
30 



14 


15 


4 


5 


16 


17 



290 



GAMES AND DANCES. 



HIGH SCHOOL BOYS. 



TABLE OF PHYSICAL EFFICIENCY BASED UPON AGE, 

HEIGHT, WEIGHT. 



Age Ht. 
52 
11 53 

54 

53 
12 55 

57 

55 
13 57 

59 

60 
14 61 

62 

60 
15 62 

64 

62 
16 64 

66 

62 
17 65 

68 

63 

18 66 

69 

64 

19 67 

69 

20 68 



Wt. 
60 
65 
70 

65 
70 

75 

70 
78 
85 

75 

88 

100 



100 
120 

100 
115 
130 

105 
125 
140 

120 
135 
150 

123 
138 
153 

141 



F indicates fair, G good, E excellent. 



50-Yard Dash 
(Seconds and 

Fifths). 
F. G. E 



9.0 8.2 7.2 



8.4 8.1 7.1 



8.3 8.0 7.0 



2 7.4 6.4 



1 7.Z (i.2> 



.0 7.2 6.2 



7.4 7.2 6.1 



1.Z 7.1 6.0 



1.Z 7. 



6.0 



Standing 

Broad Jump 

(Feet and 

Inches). 

F. G. E. 

5.0 5.6 6.0 

5.0 5.9 6.3 

5.0 6.0 6.6 

5.3 5.9 6.3 
5.3 6.0 6.6 
5.3 6.3 6.9 

5.6 6.0 6.6 
5.6 6.3 6.9 

5.6 6.6 7.0 



5.8 6.3 
5.8 6.6 
5.8 6.9 



6.0 
6.0 
6.0 



6.4 6.9 
6.6 7.2 

6.6 7.4 



6.4 
6.6 
6.8 



6.10 

7.4 

7.6 



6.9 
7.0 
7.Z 



5.10 6.5 7.0 
5.10 6.8 7.5 
5.10 6.11 7.5 



6:6 7.2, 
6.10 7.5 
7.0 7.7 



6.2 6.7 7.4 
6.4 7.0 7.7 
6.6 7.2 7.10 



7.6 
7.9 
8.0 

7.8 

7.11 

8.2 



Running 

Broad Jump 

(Feet and 

Inches). 

F. G. E. 

9.0 10.6 11.0 

9.0 10.8 11.2 

9.0 10.10 11.4 

9.3 10.9 11.4 
9.3 11.0 11.6 
9.3 11.3 11.8 

9.9 11.2 11.8 
9.9 11.6 12.0 

9.9 12.0 12.3 



10.0 11.6 
10.0 12.0 
10.3 12.6 



12.0 
12.6 
12.10 



10.0 11.9 12.4 

10.3 12.3 12.8 

10.6 12.9 13.0 

10.6 12.0 12.8 

10.6 12.6 13.0 

10.9 12.9 13.6 

11.0 12.3 13.0 

11.0 12.9 13.6 

11.0 13.0 14.0 

11.6 12.6 14.0 

11.6 13.0 14.6 

11.6 13.6 15.0 

12.0 13.0 14.6 

12.0 13.3 14.9 

12.0 13.9 15.0 



Running 
High Jump 
(Feet and 
Inches). 
F. G. E. 
2.6 2.8 3.6 
2.6 2.10 Z.6 
2.6 3.0 3.6 

2.8 2.10 Z.7 
2.8 3.0 Z.7 
2.8 3.2 Z.7 

2.10 3.0 3.8 
2.10 3.1 3.8 
2.10 Z.Z 3.8 



2.10 3.1 
3.0 3.2 
3.0 3.4 



3.0 
3.2 
Z.Z 

3.2 
2>.Z 
3.4 



3.9 
3.9 
3.9 



3.2 3.10 

Z.Z 3.10 

3.5 3.10 

Z.Z 3.10 

3.4 3.11 

3.6 4.0 



Z.Z 3.4 4.0 

3.4 3.5 4.1 

3.5 2>.7 4.2 

3.4 3.5 4.1 

3.5 2>.6 4.2 

3.6 3.8 4.3 

3.5 3.6 4.2 

3.6 Z.7 4.3 
Z.7 3.10 4.4 



7.Z 7.1 6.0 6.8 7.5 8.2 12.6 13.6 15.0 Z.7 3.8 4.4 



GAMES AND DANCES. 



29 



HIGH SCHOOL BOYS. 



TABLE OF PHYSICAL EFFICIENCY BASED UPON AGE, 

HEIGHT, WEIGHT— Continued. 
F indicates fair, G good, E excellent. 



Age Ht. Wt. 

52 60 
11 53 65 

54 70 

53 65 
12 55 70 

57 7':> 

55 70 
13 57 78 

59 85 

60 75 
14 61 88 

62 100 

60 88 

15 62 100 

64 120 

62 100 

16 64 115 

66 130 

62 105 
17 65 125 

68 140 

63 120 
18 66 135 

69 150 

64 123 
19 67 138 

69 153 

20 68 141 



Basketball 
Farthrow 
(feet). 
F. G. E. 
15 25 30 
15 25 30 
15 25 30 



16 
16 
17 



19 
20 
20 

20 
21 
22 

22 
22 
23 



25 
25 

25 

26 
26 
26 



26 
26 
27 



17 27 

18 28 
18 28 



36 
38 
40 

38 
40 
42 



2>2 

2)2 
2,2 

22 
34 
34 



28 35 

30 38 

30 38 

30 36 

32 2^ 

34 38 

32 38 

34 40 

36 40 



23 34 42 

24 36 44 

25 38 46 



48 
49 
50 

50 
51 

52 



Chinning 
(times). 
F. G. E. 
2 5 6 
2 5 6 
2 5 6 

2 5 7 
2 6 7 
2 6 7 



6 8 

7 8 
7 9 



7 10 

7 10 

7 11 

7 11 

7 12 

7 12 

7 12 

7 12 

7 12 



Climbing 

Rope 

(feet). 

F. G. E. 



14 20 



8 10 16 20 



15 20 



16 20 



12 17 20 



13 18 20 



14 19 20 



15 20 20 



16 20 20 



Standing Vault 0\^er 
Bar. 



27 42 52 



12 16 20 20 



F Height o 
G Height o 
E Height o 

F Height o 
G Height o 
E Height o 

F Height o 
G Height o 
E Height o 

F Height o 
G Height o 
E Height o 

F Height o 
G Height o 
E Height o 

F Height o 
G Height o 
E Height o 

F Height o 
G Height o 
E Height o 

F Height o 
G Height o 
E Height o 

F Height o 
G Height o 
E Height o 

F Height o 
G Height o 
E Height o 



navel 

nipples 

shoulders 

navel 

nipples 

shoulders 

navel 

nipples 

shoulders 

navel 

nipples 
shoulders 

navel 

nipples 

shoulders 

navel 

nipples 

shoulders 

navel 

nipples 

shoulders 

navel 

nipples 

shoulders 

navel 

nipples 

shoulders 

navel 

nipples 

shoulders 



292 GAMES AND DANCES. 

HIGH SCHOOL GIRLS. 

TABLE OF PHYSICAL EFFICIENCY BASED UPON AGE. 

HEIGHT, WEIGHT. 

F indicates fair, G good, E excellent. 















Indoor Bas 


E- 


Running ] 


Broad 








50- Yard Dash 


BALL Fart H ROW 




JljMP 










(In 


seconds 


and 




(Feet and 




( 


'Feet and 










tenths). 






Inches). 






Inches) 


1 . 


Age 


Ht. 


Wt. 


F. 


G. 


E. 


F. 


G. 


E. 


F. 


G. 


E. 




56 


79 


8.1 


8.4 


7.2 


?>7 


40.5 


46 


7.8 


8.6 


9.4 


12.... 


...59 


91 


8.0 


7.4 


7.1 


39 


44.9 


50 


8.2 


9.0 


10.0 




61 


101 


8.0 


7.4 


7.2 


38 


42.8 • 


48 


8.4 


9.0 


10.5 




57 


84 


9.0 


8.1 


1.Z 


Z7 


43.6 


48 


7.Z 


8.4 


9.4 


13.... 


...60 


97 


8.4 


8.2 


7.4 


41 


49.4 


63 


7.5 


8.2 


9.7 




62 


107 


9.0 


8.1 


7.4 


40 


44.8 


58 


6.10 


7.9 


8.7 




58 


89 


9.0 


8.2 


l.Z 


Z7 


44.9 


^3 


6.11 


7.8 


8.7 


14.... 


...61 


104 


8.4 


8.1 


7.1 


41 


49.8 


62 


7.8 


8.3 


9.11 




63 


113 


9.0 


8.2 


7.2> 


45 


51.9 


67 


7.10 


8.6 


10.1 




59 


95 


9.1 


8.3 


7.4 


39 


46.1 


60 


6.5 


7.2 


9.0 


15.... 


...62 


111 


9.0 


8.2 


7.2 


47 


52.4 


70 


7.9 


8.2 


9.9 




64 


119 


8.4 


8.0 


7.1 


44 


51.0 


67 


8.0 


8.5 


10.0 




60 


102 


8.4 


8.0 


7.1 


44 


50.2 


6i 


8.2 


9.1 


10.2 


16.... 


...63 


117 


8.4 


8.0 


7.1 


48 


53.5 


74 


8.0 


8.9 


10.0 




65 


123 


9.0 


8.1 


7.2 


47 


52.10 


71 


8.1 


8.10 


10.1 




61 


109 


9.0 


8.1 


1.Z 


42 


50.3 


62 


7.11 


8.5 


10.0 


17.... 


...64 


121 


9.0 


8.4 


72 


48 


53.2 


71 


8.0 


8.8 


10.3 




66 


127 


8.4 


8.0 


72 


49 


59.10 


74 


8.5 


9.4 


10.6 




62 


115 


8.4 


8.0 


7.1 


45 


51.5 


65 


8.1 


8.11 


10.5 


18.... 


...65 


125 


9.0 


8.2 


7.2, 


48 


57.10 


72 


8.0 


8.9 


10.4 




67 


130 


8.3 


8.0 


7.1 


41 


49.2 


58 


8.7 


9.7 


10.9 




62 


116 


8.4 


8.1 


7.Z 


45 


53.5 


65 


8.2 


9.4 


10.4 


19.... 


...65 


126 


8.3 


8.0 


7.1 


46 


55.1 


71 


8.6 


9.6 


10.7 




67 


131 


8.4 


8.2 


7.4 


48 


58.8 


7Z 


7.6 


8.0 


8.8 


20... 


....66 


130 


8.4 


8.2 


7.4 


44 


58.8 


7Z 


7.0 


7.8 


8.5 



GAMES AND DANCES. 293 

EFFICIENCY TESTS. 

Standards for Efficiency Tests. 

First Grade — Bronze button or pin, contestants to be under 14 years 
of age. 

Second Grade — Silver button or pin, contestants to be under I 7 years 
of age. 

Third Grade — Gold button or pin, contestants to be over I 7 years and 
under 20 years of age. 

The Standards for the Efficiency Tests adopted by the Playgrounds 
Association of Philadelphia, which must be met by all girls and boys desiring 
to secure the button or pin presented to those who succeed in reaching the 
standards set in each event of a group, are as follows : 

First Crade — Bronze (Under 14 Years). 

BOYS 

1 . Running — 50 yards 7 2-5 seconds. 

2. Standing broad jump 6 feet. 

3. Far throw — basket-ball 27 feet. 

4. Pull-up (chinning) 4 times. 

Or 5. Swim — breast stroke 1 00 feet. 

GIRLS. 

1 . Running — 50 yards 8 1-5 seconds. 

2. Standing broad jump 5 feet. 

3. Far throw — basket-ball 25 feet. 

4. Far throw — hurl ball 35 feet. 

Or 5. Swim — breast stroke I 00 feet. 

Second Crade — Silver (Under 17 Years). 

BOYS. 

1. Running — 100 yards 113-5 seconds. 

2. Running broad jump 15 feet. 

3. Shotput — 8 pounds 30 feet. 

4. Running high jump 3 feet 1 inches. 



294 GAMES AND DANCES. 

5. Swim — show breast, side and back stroke 30 minutes. 

Or 6. Skating (ice or roller) — describe three fancy fig- 

. ures 70 per cent. 

GIRLS. 

1 . RuHning — 1 00 yards 15 seconds. 

2. Hop, step and jump — 10 feet start 18 feet. 

3. Far throw — basket-ball 30 feet. 

4. Goal throw — 7 out of 1 2 15 foot distance. 

5. Swim — show breast, side and back stroke 30 minutes. 

Or 6. Skating (ice or roller) — describe three fancy fig- 
ures 70 per cent. 

Third Grade (Over 1 7 Years, Under 20 years). 

BOYS. 

1 . Running — 220 yards 28 seconds. 

2. Running broad-high jump 8 ft. x 3 ft. 6 in. 

3. Shotput — 12 pounds 32 feet. 

4. Rope climb — hands only 20 feet in 1 1 sec. 

5. Swim — I mile 35 minutes. 

6. Dive — front, back, swan and front jack in good form . 80 per cent. 
Or 7. Skating (ice or roller) — describe five fancy fig- 
ures ; at least one of them backwards 80 per cent. 

GIRLS. 

1 . Running — 220 yards 35 seconds. 

2. Character dance— usmg at least 6 steps in good form. 80 per cent. 

3. Far throw — 4-pound medicine ball, back overhead. . 28 feet. 

4. Rope climb — hands and feet, 1 5 feet in 12 seconds. 

5. Swim — 1 mile 45 minutes. 

6. Dive — front, back, swan and front jack in good form. 80 per cent. 
Or 7. Skating (ice or roller) — describe five fancy fig- 
ures; at least one of them backwards 80 per cent. 



GAMES AND DANCES. 293 

Rules Governing the Tests. 

1 . The trials for each event may be taken at any time. 

2. The person permitted to supervise the taking of a test (the examiner) 
must be approved by the Playgrounds Association. 

3. Records of successful trial must be entered upon the official cards 
furnished for this purpose free of charge by the Playgrounds Association. 

4. It is possible for the same person eventually to win the three trophies. 

5. Younger persons may try for the trophies of the next higher grade. 

TABLE OF POINTS FOR GROUP CONTESTS. 

In a field day it is often necessary to get the averages of the competing 
teams and to change these averages into points. The following average 
records and points made during the 191 1 Field Day of the High Schools of 
Milwaukee, Wis., will be of great help to all who undertake work of this 

character. 

GROUP CONTESTS. (Each Group Consists of Five and Four Events 

Respectively.) 
boys' group. 

Two sets of club exercises. 

One hundred and twenty yards low hurdles (five 30-inch hurdles). 

Shotput. 

Running broad jump. 

Relay race, 150 yards for each boy (20 to a team). 

girls' group. 
Two sets of wand exercises. 

Eighty-five yards low hurdles (four 20-inch hurdles). 
Throwing the 4-pound hurl ball. 
Standing broad jump. 



296 GAMES AND DANCES. 

TABLE FOR CHANGING RESULTS INTO POINTS. 

BOYS. 

Broad Jump — 10 feet equal to 1 point; each half foot farther, 1 point 
more; 19% feet, 20 points. 

Shoiput — 17 feet, 1 point; each foot farther, 1 point more; 36 feet, 
20 points. 

Hurdles — 22 3-5 seconds, 1 point; each 2-5 second less, 1 point more; 
1 5 seconds, 20 points. 

Broad Jump — 3 feet, 1 point; each 3 inches more, 1 point more; 7 feet 
9 inches, 20 points. 

Hurl Ball — 13 feet, 1 point; each 3 feet more, 1 point more; 70 feet, 
20 points. 

Hurdles — 20 2-5 seconds, 1 point; each 2-5 seconds less, 1 point more; 
13 seconds, 20 points. 

In judging the free exercises and the relay race, the work of the class 
as a whole was considered. 

The highest number of points attainable in each event was 20. 

Further Efficiency Tests. 

The Playgrounds Association of America in its athletic badge test sug- 
gests that no limit should be set as to age or weight, that any contestant may 
enter any test at any age, but should not be permitted to receive more than one 
badge for any one grade in any one year. For particulars and badges, write 
to the Association, No. I Madison Avenue, New York City. 

First Test — Bronze Badge. 
BOYS. 

Pull up (chinning) 4 times. 

Standing broad jump 5 feet 9 inches. 

Sixty-yard dash 8 3-5 seconds. 

GIRLS. 

All-up Indian club race, 140 yards 30 seconds. 

Or potato race 42 seconds. 

Basketball goal throwing 2 goals, 6 trials. 

Balancing 24 feet, 2 trials. 



GAMES AND DANCES. 297 

Second Test — Silver Badge. 

BOYS. 

Pull up (chinning) 6 times. 

Standing broad jump 6 feet 6 inches. 

Sixty-yard dash 8 seconds. 

Or 1 00-yard dash 14 seconds. 

GIRLS. 

All-up Indian club race, 140 yards 28 seconds. 

Or potato race 39 seconds. 

Basketball goal throwing 3 goals, 6 trials. 

Balancing (bean-bag or book on head) 24 feet, 2 trials. 

Third Test — Cold-Filled Badge. 
BOYS. 

Pull up (chinning) 9 times. 

Running high jump 4 feet 4 inches. 

Two-hundred-and-twenty-yard run 28 seconds. 

GIRLS. 

Running and catching 20 seconds. 

Throwing for distance, basketball 42 feet. 

Or volleyball 44 feet. 

Volleyball serving 3 in 5 trials. 

STANDARDS FOR BOYS PROPOSED BY THE BOY 

SCOUTS OF AMERICA. 

Qualify in one event, according to weight, in each of the following 
groups : 

Under 

no Lbs. 

Running broad jump 1 2 ft. 

Running high jump 3 ft. 9 in. 

Standing broad jump 6 ft. 9 in. 

Standing high jump 3 ft. 2 m. 



Under 


Under 


Over 


1 25 Lbs. 


140 Lbs. 


140 Lbs. 


13 ft. 


14 ft. 


15 ft. 


4 ft. 


4 ft. 3 in. 


4 ft. 6 in. 


7 ft. 3 in. 


7 ft. 9 in. 


8 ft. 3 in. 


3 ft. 4 in. 


3 ft. 6 in. 


3 ft. 8 in 



298 



GAMES AND DANCES. 



Fifty-yard dash 7 3-5 sec. 

Hundred-yard dash 

Six potato race 27 sec. 

Twenty-yard swim 17 4-5 sec. 

Forty-yard swim 39 sec. 

Pull up 6 times. 

8-lb. shot put 24 ft. 

Push up from floor 10 times. 

Rope climb, 1 8 feet 15 sec. 



7 1 -5 sec. 


7 sec. 


6 3-5 sec. 


1 3 sec. 


1 2 3-5 sec. 


1 2 2-5 sec, 


26 sec. 


25 sec. 


24 sec. 


17 1-5 sec. 


1 6 3-5 sec. 


1 6 sec. 


38 sec. 


37 sec. 


36 sec. 


8 times. 


1 times. 


1 2 times. 


28 ft. 


32 ft. 


36 ft. 


1 2 times. 


1 4 times. 


1 6 times. 


13 sec. 


1 1 sec. 


1 sec. 



APPENDIX VI. 



Quiet Games, Experiments, Problems, Etc., for Warm Days.^ 



SIMON SAYS, "THUMBS UP." 

The players are seated or stand in a circle. The leader says, **Simon 
says, 'Thumbs up,' " (down, wiggle-waggle, or any movement), at the same 
time turning his thumbs as he says, and is followed by all the players. If, 
however, he omits to say, "Simon says," he may do the movement, but no one 
else may, only those movements preceded by the words, "Simon says," being 
imitated. 

BIRD CATCHER. 

The children sit or stand in a circle, with the "bird catcher" in the 
middle. Each child is given the name of some bird. The leader tells a story 
which occasionally brings in the name of a bird. At the mention of a bird 
the player assigned its name quickly raises his hands and brings them down 
again. When the owl is mentioned (no one is given this name) all children 
must place their hands behind the back and hold them there until another 
bird is mentioned. The catcher tries to sieze a hand whenever it is moved. 
A player whose hand is caught or who does the wrong thing must change 
places with the catcher. 

* Most of these games can be played in classrooms as well as in playgrounds. 



GAMES AND DANCES. 299 

ARMS, LEGS AND TRUNKS. 

A circle is formed, the place of each player being marked with chalk, 
or in any other way. One of the players, standing in the center, points to 
any one in the circle, saying, '*Arm" (or leg, or trunk), and then counts 
rapidly to ten. If the player to whom he points does a movement with the 
part mentioned before the leader finished counting, the leader goes on and 
points elsewhere, until some one fails to do a movement with the part called 
for. This player then steps out of the circle. The leader may at any time 
call out *'Change," when all must change places. Whoever fails to secure a 
place becomes the next leader. 

FLY AWAY. 

The children are seated with their hands in their laps. When the 
leader starts the game by raising his hands and saying, *'Fly away, mosquito," 
or **Fly away, bat," or "Fly away, robin," or "Fly away," followed by 
the name of any other thing that flies, the rest of the players are to raise their 
hands and wave them. When he says, "Fly away," followed by the name 
of something that does not fly, the players are not to raise their hands, 
although the leader raises his. Any one making a miss either by not raising 
the hands at the right time or by raising the hands at the wrong time is out 
of the game. The winner is the one who remains after all the rest are out. 

BUZZ. 

The participants are seated in a circle, or around the room. One person 
begins by saying, "One," the next "Two," the counting continuing around the 
circle; but, whenever the number "seven" is reached, or any multiple of seven, 
as fourteen, twenty-one, etc., or any number having the word seven in it, as 
seventeen or twenty-seven, it must not be given, but in its place the person 
«ays "Buzz," and the following number is counted by the next player. On 
the failure of any one to say "Buzz" at the proper time, he is dropped from 
the circle. Thus the game proceeds, usually commencing with "one" again 
•each time a person misses, until but one player is left to score the victory. 
Some action or movement, as clapping of hands, etc., can be substituted for 
the speaking of the word "Buzz." 



300 GAMES AND DANCES. 

SAVE YOURSELF IF YOU CAN. 

The group of players form in a semi-circle or in a straight line, and 
before them stands a "story-teller.'* The story-teller tells a story in which 
occur the words, "Save yourself if you can." As soon as these words are 
pronounced all the players repeat them, then rush to a distant goal, stamp 
the ground three times (knock three times, clap hands three times, or, da 
somethmg else, mutually agreed on, three times), then return to the starting 
point. The first one to arrive becomes the next story-teller. Any player who 
does not perform the required act three times is shut out from the game. 

TOSSING THE CAP. 

The players are seated or stand in two lines facing each other, while 
the leader tosses up a cap so that it will alight between the lines and in sight 
of every one. If it alights top up, one side (as agreed upon before) laughs; 
if bottom up, the other side laughs. If any one laughs when he should not, 
he steps out of the game. Those made to step out may, later, be made to- 
run the gauntlet, or receive some other kind of punishment. 

ADVANCING STATUES. 

The children stand on a line about thirty feet from the teacher or some 
older pupil, who acts as leader, and faces away from the players. The 
leader counts ten before turning. The counting may be fast or slow, regular 
or irregular. When the leader faces them the players are to remain as 
motionless as statues, but when his back is turned they may advance. By 
turning unexpectedly at irregular intervals the leader seeks to catch the 
children in motion. A child detected in motion must go back to the line 
and start over again. The child first crossing the line on which the teacher 
stands is the winner. 

HOW MANY ANGLES? 

Give each pupil three pea sticks (or toothpicks, matches, etc.) and let 
him see how many angles he can form with them. No number may be 
repeated — that is, if the three sticks have been laid to form two angles, the 
next formation must show three, the next four, the next five, etc. 



\ 



GAMES AND DANCES. 301 

As a variation, have each pupil with the three sticks form angles in as 
many ways as possible. As soon as an angle has been formed draw it upon 
a piece of paper. At the end of five mmutes see who has formed the greatest 
number of angles. No angles less than forty-five degrees to be counted, 
nor variations less than five degrees. 

Another variation is to see how many right angles may be laid with the 
same number of sticks. 

FLOATING FEATHER. 

Divide the players into several groups, each group forming a circle. 
One player in each circle starts the game by blowing a feather up into the air. 
The object of the game is to keep the feather up in the air within the circle. 

BUTTON, BUTTON, WHO HAS THE BUTTON? 

Have the players seated in a circle. One player starts a button (or 
some other small object) around the circle. All players move one or both 
hands rapidly from side to side, so that the player who is "it" finds it difficult 
to locate the button. The player having the button when lagged is "it." 

A variation of this game is to have a long rope upon which a hammock 
ring (a key or some other object) has been strung. This ring is passed 
rapidly from right to left, the tagger trying to locate it. 

WHAT AM I THINKING OF? 

The leader thinking of some object, says: "What am I thinking of?" 
Each of the other players names some object which he surmises the leader is 
thinking of. After all have guessed the leader names the object which he 
had in mind. Each of the guessers must then tell why the object which he 
guessed is like the object named by the leader. If the leader thought of a 
book and a door had been guessed he says: "Why is a door like a book?" 
A good answer would be, "Because you can open and shut both of them." 
One who guessed a tree might answer, "Because they both have leaves." 
For a bell the answer might be, "Because they both attract our attention." 
Strained resemblances must often be made use of in order to justify guesses, 
but this will only add to the interest and merriment of the game. One who 
first guesses correctly becomes the leader for the next round. The game may 
be varied by guessers telling why their thought is not like that of the leader. 



302 GAMES AND DANCES. 

ROPE AND RING. 

The pupils are arranged in a circle, standing almost shoulder to shoulder, 
with both hands on a rope or strong twine. One child is in the center. Some- 
where on the rope is a ring. At a signal, all begin to move both hands on the 
rope ; the ring is then on its way around, the child in the center trying to locate 
it. If he is successful, the one who had the ring takes his place in the center. 

EARTH, AIR AND WATER. 

The pupils being seated in a circle, one of the number who has a knotted 
handkerchief or some other suitable object, calls out "earth," and throwing 
the handkerchief at some one, begins to count ten. The person who receives 
the handkerchief must mention the name of some animal before the ten counts 
are concluded, or he pays a forfeit. He then throws the handkerchief to 
some other player, calling either earth, air or water, and the game goes on. 
If *'air" is called, the name of a bird must be given, if "water" that of a fish. 
With older players other groups of things may be added to those mentioned — 
e. g., flower, signifying that the player must mention a flower, or city, when he 
must name a city, etc., etc. 

A TALK-FEST. 

On rainy or hot days playground teachers often are at their wits' end to 
devise means of entertainment and diversion for their pupils. A game that 
never fails to hold the interest of the crowd for a long time is a "talk-fest." 
The players are seated in a circle, or in a group. 

Two pupils enter the contest, the object of which is to have one pupil 
out-talk the other. Neither participant is allowed to smile. Who laughs or 
smiles is out. Who stops talking is out. What is said need have no sense, 
the thing is to keep on talking until one opponent gives up or until by ludicrous 
remarks one player has made the other smile or laugh. 

HIT OR MISS. 

Place a large inflated paper bag, a paper hat, an empty flower pot, a tin 
can, or something of like character on a spot definitely marked as the "home." 
Blindfold a player who has a stick in his hand, and who is standing directly 



GAMES AND DANCES. 303 

in front of the "home." Upon command this person faces away from the 
object and takes twelve steps forward. He then again faces about, and 
walks back to where he imagines the object is. He then is allowed three ver- 
tical strikes at the object (not horizontal). When played as a team game c\ 
hit counts one point and the members of the teams alternate. 

CHARADES. 

The players are divided into two groups. One group acts out some 
word like fare, swim, shoot, etc. The other group guesses what is being 
represented. As an aid to the guessing side it is customary at the beginning 
of the game to state that what group number one is going to represent rhymes 
with another word. For instance, if shoot were to be acted, boot would 
rhyme with shoot. In another case, hymn would rhyme with swim, hair with 
fare, etc. When a performance has been rightly guessed the other group 
performs. 

SIMPLE EXPERIMENTS. 



At Times, These Simple Experiments Will Be as Welcome to Older Pupils 
in Playgrounds as the ''Quiet'' Games Are. 



One of the best ways to get pupils to think is through experiments. 
Children like to see things, and when they observe any physical phenomenon, 
they wish to know the cause, and will reason for a long time upon a simple 
experiment to explain *'what made it do that." The following attractive and 
interesting experiments with air can be performed with 1 cents* worth of glass 
tubing and 10 cents' worth of rubber tubing. The bottles and corks pupils 
will gladly bring from home. 

Experiment No. 1. 

Matter is defined as anything that occupies space. Is air matter? 

Place a cork on a pan of water; over it place an inverted tumbler and 
press down. The cork is seen on the surface of the water at the bottom of 
the pan. TTie water does not rise in the tumbler because the air is there. We 
see that air occupies space, therefore is matter. 



304 GAMES AND DANCES. 

Experiment No. 2. 
Matter possesses energy. Energy is the ability to produce motion. 
Does air possess energy? 

Into a bottle put some water. Through a tightly fitting cork make a 
hole with a round file. Through this run a glass tube, letting it dip into the 
the water. Now blow through the tube and the air will bubble through the 
water and be compressed in the bottle above the water. When you remove 
your mouth the compressed air will force the water out of the tube in a 
fountain, thus producing motion. To work well the bottle should be large 
and the tube drawn to a point by holdmg it in the flame of an alcohol 
lamp. (This lamp can be made by putting a glass tube through a cork in an 
ink bottle, and drawing a rag through the glass tube for a wick). 

Experiment No. 3. 

Has the atmosphere pressure? To answer this question, thrust a glass 
tube into a bottle of water. Place the finger over the upper end and lift the 
tube up. The atmospheric pressure holds the water up in the tube. 

Experiment No. 4. 

Fill a tumbler with water, place a card over it and invert it. The 
atmospheric pressure holds the card on and the water up in the tumbler. 

The tumbler can be placed on the table and the card drawn from under 
it, and the tumbler will remain upside down on the table, filled with water. 
Then the card can be slipped under again and the tumbler of water lifted 
from the table. 

EXPERIENT No. 5. 

Two tumblers can be placed with the tops together under water and lifted 
from the water and set in a quiet place. They will remain filled for a long 
time. 

A chicken's watering cup can be made by placing a fruit jar filled with 
water, mouth downward, in a saucer. A thin chip can be placed under the 
jar to let a little water run into the saucer. 



GAMES AND DANCES. 305 

Experiment No. 6. 
Thrust a pin through the center of a card one inch square and place this 
on a spool with the pin in the hole of the spool to hold it from slipping off. 
Now blow through the other end of the spool. You cannot blow the card 
off. Why? 

Experiment No. 7. 

An air-pump which will show atmospheric pressure very effectively can 
be made by taking a gallon bottle, nearly filled with water. Fit it with a 
two-holed cork. Through one hole run a glass tube to the bottom of the 
bottle. To the top of the glass tube fasten a rubber tube two feet long, making 
a siphon. Through the other hole in the cork fit a short glass tube. On the 
lower end fasten a small rubber balloon. Now suck on the rubber tube, and 
as the water flows out of the bottle the atmosphere will press in through the 
tube and expand the balloon. 

This also shows the principle of respiration. As the intercostal muscles 
enlarge the chest, the air rushes into the lungs. The device can also be used 
for a condensing pump by reversing the action and letting water run into the 
large bottle. 

Experiment No. 8. 

Another way to exhaust air is with an inspirator, which can be made by 
making a small hole in the side of a piece of rubber tubing, and through this 
hole, forcing a glass tube and running it down the rubber tube two inches or 
more. Now let water run through the glass tube and on through the rubber 
tube. TTie water rushing down will suck air in through the free end of the 
rubber tube and take it down with the water out of the lower end of the tube. 

Experiment No. 9. 

A machine to make gas for the Bunsen burner can be made by half filling 
a bottle with gasoline and fitting it with a two-holed cork. In one hole fit a 
glass tube which extends into the gasoline. Into the other hole fit a tube which 
extends just through tfie cork. To the outer end attach a tube leadmg to the 
Bunsen burner. Blow in the free tube and light the gas. 



306 GAMES AND DANCES. 

Experiment No. 10 

To make a Bunsen burner, fit a piece of cardboard over a piece of glass 
tubing that has been bent once at right angles, to make it rest on the table, 
and again at right angles, to make it stand up. Over this set a larger glass 
tube, or piece of iron pipe, four inches long and a half inch in diameter and let 
it rest on the cardboard. Pin-holes can be made in the cardboard to let in air 
from the bottom and another card slipped up and down on the tube to regulate 
the amount of air. 

To make a complete gas plant, break a piece out of the bottom of a 
gallon bottle, holding the edge of the bottom in the flame of a lamp. This 
w^ill crack out a small piece. Set this in a small tin pail of water amd let the 
lower end of the tube in Experiment No. 8 run in at the bottom of the bottle 
through the break. Now lead a tube from the cork of the bottle to the 
gasoline bottle and the gas plant is ready to work. 

APPENDIX VII. 



Types of Mass-Exercises Suitable for Pla'^-Da'^s, Field Days, or Exhibitions, 



COMPOSITION No. 1. 

The following exercises were written to *'01d Faithful," a march by 
A. Holzman. The music is in 6-8 time; count two for each measure of music. 

The order of the exercises should be as follows: After the ranks have 
been opened the music plays the introduction, 4 bars equals 8 counts. The 
exercises of Part I, 64 counts, should then be performed. After an inter- 
mission of 1 6 counts filled in by drum beats come the exercises of Part II, 
64 counts. Then after a similar intermission comes Part III, 64 counts, 
then Part IV, 96 counts, and, as the last, after a similar intermission, comes 
Part V, 96 counts. The music is played exactly as written, with the exception 
of the I 6 drum beats between each part. 



Part I. (64 Counts.) 



I. 



1 to 4. Raise arms sideward. 
5 to 8. Raise arms upward. 



II. 



I. 



II. 



GAMES AND DANCES. 307 

9 to 12. Lower arms sideward. 
13 to 16. Arms down. 
Repeat twice, 2 counts for each movement, 1 to 16. 



1 to 4. Raise arms forward. 

5 to 8. Raise arms upward. 

9 to 12. Lower arms forward. 
13 to 16. Arms down. 

Repeat twice, 2 counts for each movement, 1 to 1 6. 
Sixteen counts for intermission. 

Part II. (64 Counts.) 

1 to 4. Stride left sideward and place hands on shoulders. 

5 to 8. Bend left knee and straighten arms sideward. 

9 to 12. Reverse the foregoing movement. 
13 to 16. Return to the starting position. 
Repeat twice, 2 counts for each movement, 1 to 1 6. 



1 to 4. Stride left forward and place hands on shoulders. 

5 to 8. Bend left knee and straighten arms upward. 

9 to 12. Reverse. 
13 to 16. Return. 

Repeat twice, 2 counts for each movement, 1 to 1 6. 
Sixteen counts for intermission; on the ninth count let pupils bend arms 
for thrust. 

Part III. (64 Counts.) 



I. 



1 to 4. Lunge left sideward and thrust sideward. 

5 to 8. Bend trunk left and bend left arm over back, right arm 
over head. 

9 to 12. Reverse. 
13 to 16. Return. 
Repeat twice, 2 counts for each movement, 1 to 1 6. 



308 GAMES AND DANCES. 

II. 

1 to 4. Lunge left forward and thrust upward. 

5 to 8. Bend trunk forward and swing arms fore-downward. 

9 to 12. Reverse. 
13 to 16. Return. 

Repeat twice, 2 counts for each movement, 1 to 16. 
Sixteen counts for an intermission; on the ninth count let the pupils 
lower the arms. 

Part IV. (96 Counts.) 
I. 

1 to 4. Two steps left sideward. 

5 to 8. Mark time, four steps. 

9 to 10. Raise arms sideward. 
11 to 12. Raise arms upward. 
13 to 14. Lower arms sideward. 
15 to 16. Arms down. 
Repeat, but march to the right, 1 to 1 6. 

1 to 4. Four steps forward. 

5 to 8. Mark time, four steps. 

9 to 10. Raise arms forward. 

11 to 12. Raise arms upward. 

13 to 14. Lower arms forward. 

15 to 16. Arms down. 

Repeat, but march 4 steps backward, 1 to 16. 



II. 



III. 



1 to 4. Two steps left sideward. 

5 to 8. Mark time, four steps. 

9 to 10. Stride left sideward and hands on shoulders. 
11 to 12. Bend left knee and straighten arms sideward. 
13 to 14. Reverse to former position. 
15 to 16. Return to fundamental position. 

Repeat marching to the right and then stride right sideward, etc., 1 to 1 6. 
Sixteen counts intermission; let the pupils bend arms for thrust on the 
ninth count. 



I. 



II. 



GAMES AND DANCES. 309 

Part V. (96 Counts.) 

1 to 4. Two steps left sideward. 

5 to 8. Mark time, four steps. 

9 to 10. Lunge left sideward and thrust sideward. 
11 to 12. Bend trunk left and swing left arm down and across the 

back, right arm up and bend it over the head. 
13 to 14. Reverse to preceding position. 
15 to 16. Return to starting position. 
Repeat to the opposite side, 1 to 16. 

1 to 4. Four steps forward. 

5 to 8. Mark time, four steps. 

9 to 10. Lunge left forward and thrust upward. 

11 to 12. Bend trunk forward and swing arms fore-downward. 

13 to 14. Reverse to preceding position. 

15 to 16. Return to starting position. 

Repeat, but marching backward, and lunge right forward, 1 to 1 6. 

1 to 4. Two steps left sideward. 
5 to 8. Mark time, four steps. 
9 to 10. Lunge obliquely left forward and thrust diagonally, the left 

arm obliquely fore-side-upward, the right arm in opposite 

direction. 
11 to 12. Turn trunk left (one-eighth of a turn), reverse the arm 

positions and draw the head well backward. 
13 to 14. Reverse to preceding position. 
15 to 16. Return to starting position. 
Repeat in the opposite direction, lunging right, 1 to 1 6. 

COMPOSITION No. 2. 

Music: "In the Arena" march, by H. Engelman; published by Theo. 
Presser Company, Philadelphia, Pa. The march is written in 4-4 time. Two 
counts are taken for each measure. When taking the exercises count up to 1 6, 
and then repeat. The "Introduction" to the march has 4 measures. There 



III. 



310 GAMES AND DANCES. 

are five parts in the march, of 32 measures each; the fourth part (in the form 
of an interlude) is skipped. 

There are two groups of exercises. For each group the complete march 
(excepting the interlude) should be played. After the first group of exercises 
has been performed there should be an intermission of 1 6 drum-beats. Then 
the whole march should again be played for the second group. 

The exercises in Parts III and IV of each group are tactics (marching 
exercises). Part IV being exactly like Part III, except that the following 
words should be sung while marching: 

Field Day School Song. 
With heads erect and flashing eyes 

We march upon the field ; 
With hearts so true, with courage bold. 

We fear not, nor shall yield. 
Our sports and games, our races, too. 

Are more to us than play; 
They give us health, and strength and grace. 

Lead us the honest way. 

Introduction. (4 Measures, 8 Counts. All Stand in Position.) 

Croup I. 
Part I. (32 Measures Equal 64 Counts.) 

1 . Measures. 

1 to 2. Raise the arms sideward. Counts 1 to 4. 

3 to 4. Raise the arms upward. Counts 5 to 8. 

5 to 6. Lower the arms forward. Counts 9 to 12. 

7 to 8. Lower the arms. Counts 13 to 16. 



II. 



III. 



9 to 16. Repeat the exercises of I twice, giving two counts to each 
movement. Counts 1 to 16. 

17 to 18. Raise the arms forward. Counts 1 to 4. 
19 to 20. Raise the arms upward. Counts 5 to 8. 



GAMES AND DANCES. 311 

21 to 22. Lower the arms sideward. Counts 9 to 12. 
23 to 24. Lower the arms. Counts 1 3 to 1 6. 
IV. 

Repeat the exercises of III twice, giving two counts to each movement, 
1 to 16. 

Part II. (32 Measures Equal 64 counts.) 

The arm movements of Part I are repeated with striding. 
I. 

1 to 2. Raise the arms sideward and stride left sideward. Counts 1 

to 4. 
3 to 4. Raise the arms upward and replace the left foot. Counts 

5 to 8. 
5 to 6. Lower the arms forward euid stride left forward. Counts 9 

to 12. 
7 to 8. Lower the arms and replace the left foot. Counts 13 to 16. 
II. 

Repeat the exercises of I, giving two counts to each movement, 1 to 16. 
III. 

1 to 2. Raise the arms forward and stride right forward. Counts 1 

to 4. 
3 to 4. Raise the arms upward and replace the right foot. Counts 5 

to 8. 
5 to 6. Lower the arms sideward and stride right sideward. Counts 

9 to 12. 
7 to 8. Lower the arms and replace the right foot. Counts 1 3 to 16. 

IV. 

Repeat the exercises of III twice, giving two counts to each movement, 
1 to 16. 



I. 



Part III. (32 Measures Equal 64 Counts.) 
Marching in a cross. 

I to 2. In four steps face to the left. Counts 1 to 4. 
3 to 4. Four steps forward. Counts 5 to 8. 



312 GAMES AND DANCES. 

5 to 6. In four steps face left about. Counts 9 to 12. 

7 to 8. Four steps forward. Counts 13 to 16. 

II, III and IV are exactly like I. Each part takes 1 6 counts and consists 
of marching on one part of the cross. 

Note — The interlude as written in the march is not played. 

Part IV. (32 Measures Equal 64 Counts.) 

The air is exactly like Part III. The same marching movements are 
performed as in Part III, with the addition of singing the words of the Field 
Day Song. 

Interlude of 16 drum-beats. Get into Hne in case the alignment has 
been lost. On count 9 bend arms for thrust. The music should now be 
repeated without the introduction. 

Croup 11. 
Part I. (32 Measures Equal 64 Counts.) 



I. 



II. 



III. 



1 to 2. Lunge left sideward. Counts 1 to 4. 

3 to 4. Thrust upward. Counts 5 to 8. 

5 to 6. Bend the arms. Counts 9 to 12. 

7 to 8. Replace the left foot. Counts 13 to 16. 

Repeat the exercises of I twice, giving two counts to each movement, 
1 to 16. 



I to 2. Lunge right forward. Counts 1 to 4. 

3 to 4. Thrust upward. Counts 5 to 8. 
5 to 6. Bend the arms. Counts 9 to 12. 
7 to 8. Replace the right foot. Counts 13 to 16. 
IV. 

Repeat the exercises of III twice, giving two counts to each movement, 
1 to 16. 



III. 



IV. 



1 


to 2. 


3 


to 4. 


5 


to 6. 


7 


to 8. 



GAMES AND DANCES. 313 

Part II. (32 Measures Equal 64 Counts.) 

1 to 2. Lunge left sideward. Counts 1 to 4. 

3 to 4. Bend the trunk left and thrust right upward. Counts 3 to 8. 

5 to 6. Straighten the trunk and bend the right arm. Counts 9 to 1 2, 

7 to 8. Replace the left foot. Counts 13 to 16. 

Repeat the exercises of I twice, giving two counts to each movement, 
I to 16. 

Lunge right forward. Counts 1 to 4. 
Bend the trunk forward and thrust downward. 3 to 8. 
Straighten the trunk and bend the arms. Counts 9 to 12. 
Replace the right foot. Counts 13 to 16. 

Repeat the exercises of III twice, giving two counts to each movement 
1 to 16. 
Part III. (32 Measures Equal 64 Counts.) 
Marching in a square. 

In four steps, face to the left. Counts 1 to 4. 
Four steps forward. Counts 3 to 8. 
In four steps face to the left. Counts 9 to 12. 
Four steps forward. Counts 13 to 16. 

9 to 16. Repeat I. Counts 1 to 16. 

In four steps face to the right. Counts 1 to 4. 
Four steps forward. Counts 3 to 8. 
In four steps face to the right. Counts 9 to \2, 
Four steps forward. Counts 1 3 to 16. 

9 to 16. Repeat III. Counts 1 to 1 6. 

Part IV. (32 Measures Equal 64 Counts.) 
This is exactly like Part III, with the addition of the song. 



1 


to 2. 


3 


to 4. 


5 


to 6. 


7 


to 8. 



I 


to 2. 


3 


to 4. 


5 


to 6. 


7 


to 8. 



314 GAMES AND DANCES. 

COMPOSITION No. 3. 
The exercises were written to the music of "Teddy Bears* Pic Nic," 
a two-step by John W. Bratton, pubHshed by Witmark & Sons. 

The music is written in 6-8 time. When exercising, count two for each 
measure of music. 

The pupils should be arranged in open ranks of four: T X T T, 
The exercises of Parts I, II and III are alike for both girls and boys. 
Parts IV, V and VI are, however, composed of different exercises for each 
5ex. If desired, both sexes may perform the same exercises throughout. 

A — Mass Exercises for Girls. 
Introduction. (8 Measures, 16 Counts. All Stand in Position.) 

Part I. (32 Measures, 64 Counts. Four Divisions of 16 Counts Each.) 

1 . Four steps forward 1 to 4 ; face left about 5 to 8. 

Four steps forward 9 to 12; face left about 13 to 16 (on count 1 5 
place hands on hips). 

2. Straighten arms sideward 1 to 2; replace hands 3 to 4, repeat 

3 to 8. 
Straighten arms upward 9 to 10, replace hands 11 to 12, repeat 
1 3 to 16 (on count 1 5 lower arms to side) . 

3. Repeat the exercises under 1, 1 to 16. 

4. Repeat the exercises under 2, 1 to 1 6. 

Note — When marching four steps, take three steps forward and a 
closing step. The facing in all parts Is done while marching. 

Part II. (32 Measures, 64 Counts.) 

1. Two steps left (sideward) 1 to 4; face left about 5 to 8. 

Two steps left 9 to 12; face left about 1 3 to 1 6 (on count 1 5 place 
hands on hips) . 

2. Bend trunk left and straighten arms sideward 1 to 2; return 3 to 4, 

repeat 5 to 8. 
Bend trunk backward and straighten arms upward 9 to 10; return 
11 to 1 2, repeat 13 to 16 (on count 1 5 lower arms to side). 



GAMES AND DANCES. 315 

3. Repeat the exercises under 1, I to 16. 

4. Repeat the exercises under 2, 1 to 1 6. 

Part III. (16 Measures, 32 Counts.) 

' 1 . Four steps forward 1 to 4 ; face left about 3 to 8. 

Four steps forward 9 to 12; face left about 13 to 16 (on count 13 
place hands on hips) . 

2. Straighten the arms sideward 1 to 2 return 3 to 4, repeat 3 to 8. 
Straighten the arms upward 9 to 10; return 11 to 12, repeat 13 
to 16 (on count 13 place knuckles on hips.) 

Part IV. (Trio. 32 Measures, 64 Counts.) 

The movements in parts 4, 3 and 6 are performed alternately left and 
right. 

1 . Two steps left 1 to 4, two steps right 3 to 8. 

Four gallops left (sideward) 9 to 12, four gallops right 13 to 16. 

2. Two steps left and (on count four) place the right foot crossed in 

front 1 to 4. 
Two steps right and place the left foot crossed in front 3 to 8. 
Three gallops left, and (on count 4) place the right foot crossed 

in front 9 to 12. 
The same exercise right sideward 13 to 16 (on count 13 straighten 

the arms sideward) . 

3. Repeat the exercises under 1,1 to 16. 

4. Repeat the exercises under 2, 1 to 16 (on count 13 lower the arms; 

on count 16 close feet). 

Part V. (16 Measures, 32 Counts.) 

1 . Each rank of four forms a small circle, hands grasped shoulder-high 

1 to 4, mark time 3 to 8. 
Face left and march forw^ard (in the circle) 9 to 1 6 (hands remain 
grasped). 

2. Face right about and march forward (in the circle) 1 to 8. 
Re-form the front ranks 9 to 12, mark time 13 to 16. 



316 GAMES AND DANCES. 

Part VI. (32 Measures, 64 Counts.) 

1 . Form circles of four, hands grasped shoulder-high 1 to 4, mark time 

5 to 8. 
Eight gallops left (sideward) 9 to 16. 

2. Eight gallops right (sideward) 1 to 8. 

Re-form the front ranks 9 to 12, mark time 13 to 16. 

3. Repeat the exercises under 1 , but when galloping raise the grasped 

hands upward 1 to 16. 

4. Repeat 2 with grasped hands up 1 to 1 6. 

All parts I to VI are now repeated. While the introduction of 1 6 counts 
is being played see that the ranks and files are again straightened. 

B — Mass Exercises for Boys. 
The same piece of music is used. 

Parts IV, V and VI for boys are different from those for girls. While 
this is of no consequence in classes composed exclusively of boys, it must be 
taken into consideration in mixed classes. 

The pupils in mixed classes must be arranged in two columns, each 
composed of ranks of four ^ ^^ "f "r i t^ x* t^ ^ jf 

^ Boys I Girls 

the space for exercising is not large enough it is advisable to place the girls 
in the front half of the column and the boys in the rear half. 

Introduction. (All Stand in Position.) 

Part I. (Like the Exercise for Girls.) 

Part II. (Like the Exercise for Girls.) 

Part III. (Like the Exercise for Girls. On Count 15 Bend Arms for 

Thrust.) 

Part IV. (Trio. 32 Measures, 64 Counts.) 
The exercises in the last parts are performed alternately, left and right 
(not twice to the same side as in the first parts). 

1. Turn trunk left and thrust forward 1 to 2, return 3 to 4; turn trunk 
right and thrust forward 5 to 6, return 7 to 8. 



GAMES AND DANCES. 317 

Turn trunk left and thrust upward 9 to 10, return 11 to 12; turn 
trunk right and thrust upward 1 3 to 14, return 1 5 to 16. 

2. Lunge left sideward, turn trunk left and thrust forward 1 to 2, return 

3 to 4; the same right, 3 to 8. 
Lunge left sideward, turn trunk left and thrust upward 9 to 10, 
return 11 to 12; the same right 1 3 to 16. 

3. Repeat the exercises under 1 . 

4. Repeat the exercises under 2 (on count 15 lower the arms). 

Part V. (16 Measures, 32 Counts.) 

1 . Four steps forward, four steps in place, 1 to 8. 
Four steps backward, four steps in place 9 to 16. 

2. Repeat 1 (on count 1 5 bend arms for thrust) . 

Part VI. (32 Measures, 64 Counts.) 

1 . Lunge left sideward and thrust sideward 1 to 2, return 3 to 4. 
The same exercise right 3 to 8. 

Lunge left sideward and thrust upward 9 to 10, return 11 to 12. 
The same exercise right 1 3 to 16. 

2. Lunge left sideward, bend trunk left and thrust sideward 1 to 2, 

return 3 to 4. The same exercise right 3 to 8. 
Lunge left sideward, bend trunk left and thrust upward 9 to 10, 
return 11 to 1 2. The same exercise right 13 to 16. 

3. Repeat the exercise under 1 . 

4. Repeat the exercise under 2 (on count 1 3 lower the arms) . 

The whole performance, Parts I to VI, is now repeated. While the 
introduction is being played, see that the ranks and files are again straightened. 

COMPOSITION No. 4. 

The exercises are written to the music *'In Lilac Time," march, by Engle- 
man; published by Theodore Presser Company, Philadelphia. 

The pupils are arranged in ranks of four. Upon command, the ranks are 
opened left sideward. 

The entire march is played through three times as it is written, except the 
third part, which is not repeated as is indicated in the music. 



318 GAMES AND DANCES. 

Each time the march is played one group of exercises is performed, each 
group consisting of three parts. There should be either 1 6 or 32 drum-beats 
intermission between the groups of exercises. 

GROUP I. 

Part I. (32 Measures, 64 Counts.) 

1 . (a) Face left and raise arms forward, 1 -4. 

b) Raise arms upward, 5-8. 

c) Reverse, 9-12. 

d) Return, 13-16. 

2. (a) Raise arms sideward, 1-4. 

b) Raise arms upward, 5-8. 

c) Reverse, 9-12. 

d) Return, 13-16. 

3. (a) Face right and raise arms forward, 1-4. 

b) Raise arms upward, 5-8. 

c) Reverse, 9-12. 

d) Return, 13-16. 

4. Like 2 of this part, 1-16. On the last count place hands at waist in 

preparation for next part. 

Part II. (32 Measures, 64 Counts.) 

1. (a) Step-hop left and right sideward, 1-4. 

(b) Four gallops left sideward, 5-8. 

(c) Step-hop right and left sideward, 9-12. 

(d) Four gallops right sideward, 13-16. 

2. (a) Step-hop left and right sideward, 1-4. 

(b) Four steps forward (closing heels on 8), 5-8. 

(c) Step-hop right and left sideward, 9-12. 

(d) Four steps backward (closing heels on 16), 13-16. 

3. Repeat 1 of this part. 

4. Repeat 2 of this part, lowering hands on last count. 

Intermission of 4 measures, in which lines are straightened. 



GAMES AND DANCES. 319 

Part III. (32 Measures, 64 Counts.) 

(a) Face left and bend knees, 1 -4. 

(b) Lunge left forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

(a) Jump to side stride, 1-2; and return, 3-4. 

(b) Jump to side stride and return, 5-6. 

(c) Jump to side stride and return, 7-8. 

(d) Repeat (a), (b) and (c), 9-16. 

Like 1 of this part, facing right and lunging right forward, 1-16. 
Like 2 of this part, 1-16. 

GROUP II. 

Part I. (32 Measures, 64 Counts.) 

(a) Face left, lunge left forward, and raise arms forward, 1-4. 

(b) Raise arms upward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

(a) Lunge left sideward and raise arms sideward, 1 -4. 

(b) Raise arms upward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

As 1 of this part, facing right and lunging right forward, 1-16. 
As 2 of this part, lunging right sideward, 1-16. On the last count place 
hands at waist. 

Part II. (32 Measures, 64 Counts.) 

(a) Step-hop left and right sideward, 1-4; on 2 raise the left arm in half 

circle over head and on 4 the right arm in half circle over head. 

(b) Four gallops left sideward, with arms raised sideward, 5-8. 

(c) Step-hop right and left sideward, 9-12, raising the right arm in half 

circle over head on 1 0, and the left on 1 2. 

(d) Four gallops right sideward, with arms raised sideward, 13-16. 

(a) Step-hop left and right sideward, 1-4, with left and right arms in 
half circle over head on 2 and 4. 



320 GAMES AND DANCES. 

(b) Four steps forward, with arms raised sideward, closing heels on 

8, 5-8. 

(c) Step-hop right and left sideward, 9-12, raising right and left arms 

in half circle over head on 1 and 1 2. 

(d) Four steps backward, with arms raised sideward, 13-16. 

3. Repeat 1 of this part, 1-16. 

4. Repeat 2 of this part, 1-16, lowering hands on last count. 

Intermission of 4 measures. 

Part III. (32 Measures, 64 Counts.) 

1. (a) Face left, bend knees and raise arms forward, 1-4. 

(b) Lunge left forward and raise arms upward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

2. (a) Jump to side stride and raise arms sideward, 1 -2, return and lower 

arms, 3-4. 

(b) Jump to side stride and return, raising and lowering arms, 5-6. 

(c) Jump to side stride and return, raising and lowering arms, 7-8. 

(d) Repeat (a), (b) and (c), 9-16. 

3. Like I of this part, facing right and lunging right forward, I -1 6. 

4. Like 2 of this part, 1-16. 

GROUP III. 

Part I. (32 Measures, 64 Counts.) 

1. (a) Face left, lunge forward and raise arms forward, 1-4. 

(b) Lower trunk and arms forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

2. (a) Lunge left sideward and raise arms sideward, 1-4. 

(b) Bend trunk left and raise right arm upward and place left hand on 

hip, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

3. Like 1 of this part, facing right and lunging right forward, 1-16. 



GAMES AND DANCES. 321 

4. Like 2 of this part, lunging right and bending right with opposite arm 
work, 1-16. On last count place hands at waist. 

Part II. (32 Measures, 64 Counts.) 
Like Part II of Group II. 

Intermission of 4 measures. 

Part III. (32 Measures, 64 Counts.) 

1. (a) Face left, bend knees and raise arms forward, 1-4. 

(b) Lunge left forward, raise arms upward and lower trunk half for- 

ward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

2. Like 2 in Part III of Group II. 

3. (a) Face right, bend knees and raise arms forward, I -4. 

(b) Lunge right forward, raise arms upward and lower trunk half for- 

ward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

4. Like 2. 

COMPOSITION No. 5. 
The exercises were written to the music "Marche des Petits Pierrots** 

("Here, There and Everywhere"), by August Bosc, published by the Theo- 
dore Presser Company, Philadelphia. There is also a Victor record. 

The pupils are arranged in ranks of four. Upon command, the ranks are 
opened left sideward. 

The entire march is played through three times as it is written. Each 
time the march is played one group of exercises is performed, each group con- 
sisting of four parts. There should be either I 6 or 32 drum-beats intermission 
between the groups of exercises. 

GROUP I. 

Introduction. (8 Counts.) 

Part I. (64 Measures, 128 Counts.) 
\. (a) Raise arms sideward, 1-4. 



322 GAMES AND DANCES. 

b) Raise arms upward and place hands on shoulders, 5-8. 

c) Reverse, 9-12. 

d) Return, 13-16. 

2. (a) Raise arms forward, 1-4. 

b) Raise arms upward and place hands on shoulders, 5-8. 

c) Reverse, 9-12. 

d) Return, 13-16. 

3. (a) Face left and raise arms forward, 1-4. 

b) Turn trunk right, swing right arm upward and sideward (arms side- 
ward, palms down) , 5-8. 

c) Reverse, 9-12. 

d) Return, 13-16. 

4. Repeat 3 ; opposite, 1-16. 

5. Repeat 1 , 2, 3 and 4, two counts for each movement instead of four 

(32 counts). 

6. Repeat 5 (32 counts) . 

Part II. (48 Measures, 96 Counts.) 

1 . (a) Stride left sideward and raise arms sideward, 1-4. 

(b) Bend left knee and arms, hands in front of chest (palms downward), 

5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

2. Repeat, opposite, 1-16. 

3. (a) Stride left forward and swing arms foreupward, 1-4. 

(b) Face right (on heels) and lower arms forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

4. Repeat 3; opposite, 1-16. 

5. Repeat 1 , 2, 3 and 4, two counts for each movement instead of four 

(32 counts). 

Part III. (32 Measures, 64 Counts.) 
1. (a) Raise arms sideward, 1-4. 



GAMES AND DANCES. 323 

(b) Deep knee bend and move arms forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 
Repeat, 1-16. 

(a) Jump to sidestride and raise arms sideward, 1-2. 

(b) Raise arms upward, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 
Repeat 3 ; 1 -8. 

(a) Face left, jump to sidestride and raise arms forward, 1-2. 

(b) Raise arms upward, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 
Repeat 5 ; opposite, 1 -8. 

GROUP II. 

Introduction. (8 Counts; on Fifth Count Clinch Hands.) 

Part I. (64 Measures, 128 Counts.) 

(a) Jump to sidestride and raise arms sideward, 1-4. 

(b) Raise arms upward and bend arms to strike (over shoulders; 

knuckles back), 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

(a) Jump to sidestride and raise arms forward, 1-4. 

(b) Raise arms upward and bend arms to strike (over shoulders), 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

(a) Face left, stride left forward and raise arms forward, 1-4. 

(b) Face right (on heels), swing right arm upward and sideward (arms 

sideward), 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 
Repeat 3; opposite, 1-16. 



324 GAMES AND DANCES. 

5. Repeat 1 , 2, 3 and 4, two counts for each movement instead of four 

(32 counts). 

6. Repeat 5 (32 counts). 

Part II. (48 Measures, 96 Counts.) 

1. (a) Lunge left sideward and raise arms sideward, 1-4. 

(b) Bend arms to strike over head (knuckles back), 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

2. Repeat, opposite, 1-16. 

3. (a) Lunge left forward and swing arms foreupward, 1-4. 

(b) Straighten left knee, face right and lower arms forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

4. Repeat 3 ; opposite, 1-16. 

5. Repeat 1 , 2, 3 and 4, two counts for each movement instead of four 

(32 counts). 

Part III. (32 Measures, 64 Counts.) 

L (a) Raise arms sideward, 1-4. 

(b) Deep knee bend and move arms forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

2. Repeat, 1-16. 

3. (a) Jump to sidestride and raise arms sideward, 1-2. 

(b) Raise arms upward, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

4. Repeat 3 ; 1-8. 

5. (a) Face left, jump to sidestride and raise arms forward, 1-2. 

(b) Raise arms upward, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

6. Repeat 5 ; opposite, 1 -8. 



GAMES AND DANCES. 325 

GROUP III. 

Introduction. (8 Counts; on Fifth Count Clinch Hands.) 

Part I. (64 Measures. 128 Counts.) 

(a) Jump to sidestride and raise arms sideward, 1-4. 

(b) Raise arms upward, swing arms foredownward and lower trunk 

forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

(a) Jump to sidestride and raise arms forward, 1-4. 

(b) Raise arms upward, bend to strike over shoulders and bend upper 

trunk backward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

(a) Face left, lunge left forward and raise arms forward, 1-4. 

(b) Lower trunk forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 
Repeat 3; opposite, 1-16. 

Repeat 1 , 2, 3 and 4, two counts for each movement instead of four 

(32 counts). 
Repeat 5 (32 counts). 

Part II. (48 Measures, 96 Counts.) 

(a) Lunge left sideward and raise arms sideward, 1-4. 

(b) Bend arms to strike over head and bend trunk right, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 
Repeat 1 ; opposite, 1-16. 

(a) Lunge left forward and swing arms forward, 1-4. 

(b) Face right, swing arms foredownward and lower trunk forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 



326 GAMES AND DANCES. 

4. Repeat 3; opposite, 1-16. 

5. Repeat 1 , 2, 3 and 4, two counts for each movement instead of four 

(32 counts). 

Part III. (32 Measures, 64 Counts.) 

1. (a) Raise arms sideward, 1-4. 

(b) Deep knee bend and move arms forward, 5-8. 

(c) Reverse, 9-12. 

(d) Return, 13-16. 

2. Repeat 1,1-16. 

3. (a) Jump to sidestride and raise arms sideward, 1-2. 

(b) Raise arms upward and bend trunk left, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

4. Repeat 3 ; opposite, 1 -8. 

5. (a) Face left, jump to sidestride and raise arms forward, 1-2. 

(b) Lower trunk forward, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

6. Repeat 5 ; facing right, 1-8. 

COMPOSITION No. 6. 



A Marching Drill for Boys or Girls, or for a Mixed Class Composed of 

Alternate Ranf^s of Boys and Girls. 



Music: "Washington Post," Sousa. To be had also in a Victor record. 

The marching squad consists of 16 pupils, 

"^ H H H arranged in a column composed of four front 

-I _l _l _l ranks of four pupils each (see Figure 1), 

H H H H the taller ones on the right. The march may 

'234 also be performed by 32 pupils or 48, or any 

FIG. 1 . number of sixteens. 

The drill has four parts of four divisions 
(A, B, C, D) each. Each part has 128 counts. 



GAMES AND DANCES. 



327 



Part I. 
Division A. (32 Counts.) 
(a) The ranks quarter wheel left and four steps forward; 8 counts (see 

Figure 2). 

(b) (c) and (d) repeat three times; 
24 counts; 32 counts in all. 



Division B. (32 Counts.) 
Repeat Division A, but wheel right 
instead of left; 32 counts. 




FIG. 2. 



Division C. (32 Counts.) 
Ranks 1 and 3 repeat Division A (wheel left and march forward). 
Ranks 2 and 4 repeat Division B (wheel right and march forward) ; 
32 counts. 

Division D. (32 Counts.) 
Ranks I and 3 repeat Division B (wheel right and march forward) . 
Ranks 2 and 4 repeat Division A (wheel left and march foi-ward) ; 
32 counts. 

Part II. 

Division A. (32 Counts.) 
(a) The ranks quarter wheel left and 4 steps forward; 8 counts. 

(b) Four steps forward and the ranks 
quarter wheel left; counts 9 to 16 (see 
Figure 3). 

(c) and (d) repeat (a) and (b) ; 
16 counts; 32 counts in all. 

Division B. 
Repeat Division A, but wheel right 
instead of left; 32 counts. 

DiXISION C. 
Ranks I and 3 repeat Division A 
FIG. 3. (wheel left and march forward). 



r 



328 



GAMES AND DANCES. 



Ranks 2 and 4 repeat Division B (wheel right and march forward) ; 
32 counts in all. 

Division D. 

Ranks I and 3 repeat Division B (wheel right and march forward). 
Ranks 2 and 4 repeat Division A (wheel left and march forward) ; 
32 counts in all. 

Part III. (Cross.) 

Division A. 

(a) (b) Rank 1 , a complete wheel left. 

Rank 2, 4 steps forward and three-quarters wheel left. 

Rank 3, 8 steps forward and half wheel left. 

Rank 4, 1 2 steps forward and quarter wheel left ; 1 6 counts, 
(c) and (d) The cross a complete wheel left; counts 1 7 to 32. 



rr 



Division B. 

(a) and (b) The ranks a complete wheel 
right ; counts 1 to 1 6. 

(c) and (d) The cross a complete wheel 
left; counts I 7 to 32. 



Division C. 

(a) The ranks quarter wheel left and 4 
steps forward; 8 counts (see Figure 4). 



FIG. 4. 

(b) (c) and (d) repeat 3 times; counts 9 to 32. 

Division D. 



I 



FIG. 5. 



(a) The ranks 8 steps forward; 8 
counts. 

(b) The ranks half wheel left; counts 
9 to 16 (see Figure 5). 



(c) Repeat (a); counts 17 to 24. 
(d) The cross half wheel left; counts 25 to 32. 



GAMES AND DANCES. 



329 



(c) 

1 7 to 32. 



Part IV. (First Formation.) 
Division A. 

(a) (b) Rank I, 8 steps forward and 8 steps in place; 16 counts. 

Rank 2, quarter wheel left, 4 steps forward and 8 steps in 

place. 
Rank 3, half wheel left, and 8 steps in place. 
Rank 4, quarter wheel left, 4 steps forward and half wheel 
left ; 1 6 counts, 
and (d) TTie ranks quarter wheel left and 12 steps in place; counts 

Division B. 



(a) The ranks half wheel left; 8 counts. 

(b) 8 steps forward; counts 9 to 16. 

(c) The ranks half wheel left; counts 17 to 24. 

(d) 8 steps forward; counts 25 to 32. 

Division C. 

(a) Ranks 1 and 3, quarter wheel left and 4 steps in place. 

Ranks 2 and 4, quarter wheel 
right and 4 steps in place; 8 counts 
(see Figure 6). 

(b) Ranks 1 and 3, quarter 

wheel left backward and 

4 steps in place. 

Ranks 2 and 4, quarter 

FIG. 6. wheel right backward and 4 steps in 

place; counts 9 to 16. 

(c) Ranks 1 and 3, quarter wheel left backward and 4 steps in place. 
Ranks 2 and 4, quarter wheel right backward and 4 steps in place; 

counts 1 7 to 24. 

(d) Ranks 1 and 3, quarter wheel left forward and 4 steps in place. 
Ranks 2 and 4, quarter wheel right forward and 4 steps in place; 

counts 25 to 32. 



1 


2 


3 


4 


r 


\ 


/ 


\ 


V 


J 


V 


J 


r 


\ 


r 


\ 



330 GAMES AND DANCES. 

Division D. 

(a) and (b) 8 steps backward and 8 steps in place; 16 counts. 

(c) Quarter wheel right 4 steps in place and halt; counts 1 7 to 24. 

(d) Salute: raise right arm obliquely forward (2 counts); raise right 
hand to head (2 counts) ; straighten forward (2 counts) ; lower to side (2 
•counts) ; counts 25 to 32. 

COMPOSITION No. 7. 

The exercises were written to the music, "National Emblem March,'* by 
E. E. Bagley. Victor record. 

The pupils are arranged in ranks of four. Upon command, the ranks 
are opened left sideward. 

Introduction. (20 Counts. Clinch Hands on 17th Count.) 

Part I. (64 Counts.) 

1. (a) Raise arms side-upward over head to strike (knuckles back), 1-2. 

(b) Strike sideward, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

2. (a) Jump to side stride position and raise arms side-upward over head to 

strike, 1 -2. 

(b) Strike sideward, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

3. (a) Turn head left and raise arms left sideward (knuckles out), 1-2. 

(b) Circle right arm down and outward to strike over head (knuckles 

back), 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

4. (a) Lunge right sideward, turn head left and raise arms left sideward. 

1-2. 

(b) Circle right arm down and outward to strike over head, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 



GAMES AND DANCES. 331 

a) Raise arms side-upward over head to strike, 1-2. 

b) Strike sideward, 3-4. 

c) Reverse, 5-6. 

d) Return, 7-8. 

a) Jump to side stride position and raise arms side-upward over head to 

strike, 1-2. 

b) Strike sideward, 3-4. 

c) Reverse, 5-6. 

d) Return, 7-8. 

a) Turn head right and raise arms right sideward (knuckles out), 1-2. 

b) Circle right arm down and outward to strike over head (knuckles 

back), 3-4. 

c) Reverse, 5-6. 

d) Return, 7-8. 

a) Lunge left sideward, turn head right and raise arms right sideward, 

1-2. 

b) Circle left arm down and outward to strike over head, 3-4. 

c) Reverse, 5-6. 

d) Return, 7-8. 

Part II. (64 Counts.) 

a) Face left and raise arms obliquely fore-upward (knuckles up), 1-2. 

b) Swing right arm down and back, 3-4. 

c) Reverse, 5-6. 

d) Return, 7-8. 

a) Raise arms sideward (knuckles up), 1-2. 

b) Swing arms in half circle down and inward and bend knees (finish 

with left forearm above and parallel with right), 3-4. 

c) Reverse, 5-6. 

d) Return, 7-8. 

a) Face right and raise arms obliquely fore-upward, 1-2. 

b) Swing left arm down and back, 3-4. 

c) Reverse, 5-6. 

d) Return, 7-8. 

a) Raise arms sideward, 1 -2. 



332 GAMES AND DANCES. 

(b) Swing arms in half circle down and inward and bend knees (finish 

with left forearm above cind parallel with right), 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

3. (a) Face left, lunge left forward, raise arms obliquely fore-upward, 1-2.. 

(b) Swing right arm down and back and turn trunk right, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

6. (a) Raise arms sideward, 1-2. 

(b) Swing arms in half circle down and inward, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

7. (a) Face right, lunge right forward and raise arms obliquely fore-upward,. 

1-2. 

(b) Swing left arm down and back and turn trunk left, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

8. (a) Raise arms sideward, 1-2. 

(b) Swing arms in half circle down and inward, 3-4. 

(c) Reverse, 5-6. 

(d) Return, 7-8. 

Extra Measure. (Mark Time, 4 Counts.) 

Part III. (96 Counts.) 

1 . (a) Face left and mark time, 4 counts (begin with left foot) , 1 -4. 

(b) Raise arms forward, 5. 

(c) Raise arms upward, 6. 

(d) Reverse, 7. 

(e) Return, 8. 

2. (a) Face right and mark time, 4 counts (begin with right foot), 1-4.. 

(b) Raise arms, sideward, 5. 

(c) Raise arms upward, 6. 

(d) Reverse, 7. 

(e) Return, 8. 



GAMES AND DANCES. 333 

3. (a) Face right and mark time, 4 counts (begin with right foot), 1-4. 

(b) Raise arms forward, 5. 

(c) Raise arms upward, 6. 

(d) Reverse, 7. 

(e) Return, 8. 

4. (a) Face left and mark time, 4 counts (begin with left foot), 1-4. 

(b) Raise arms, sideward, 5. 

(c) Raise arms upward, 6. 

(d) Reverse, 7. 

(e) Return, 8. 

5. (a) Raise left leg sideward, 1-2. 

(b) Swing left leg across in front (straight knee), 3-4. 

(c) Step left sideward, 5. 

(d) Jump left sideward (landing with bent knees), 6. 

(e) Straighten knees, 7-8. 

6. (a) Face left and jump to cross stride position (left foot forward and 

right foot back) , 1 . 

(b) With a jump, change position of feet, 2. 

(c) With a jump, change position of feet, 3. 

(d) With a jump, change position of feet, 4. 

(e) With a jump, face right and stand in position, 5-8. 

7. (a) Raise right leg sideward, 1-2. 

(b) Swing right leg across in front, 3-4. 

(c) Step right sideward, 5. 

(d) Jump right sideward (landing with bent knees), 6. 

(e) Straighten knees, 7-8. 

8. (a) Face right and jump to cross stride position (right foot forward and 

left foot back), 1. 

(b) With a jump, change position of feet, 2, 

(c) With a jump, change position of feet, 3. 

(d) With a jump, change position of feet, 4. 

(e) With a jump, face left and stand in position, 5-8. 



334 



GAMES AND DANCES. 



10. 



11 



12. 



) Raise left leg sideward, 1-2. 

) Swing left leg across in front, 3-4. 

) Step left sideward, 5. 

) Jump left sideward, 6. 

) Straighten knees, 7-8. 

) Face left and jump to cross stride position (left foot forward and 
right foot back), raising left arm forward and right arm back, 1. 
) With a jump, change position of feet and arms, 2. 
) With a jump, change position of feet and arms, 3. 
) With a jump, change position of feet and arms, 4. 
) With a jump, face right and stand in position, arms down, 5-8. 

) Raise right leg sideward, 1-2. 

) Swing right leg across in front, 3-4. 

) Step right sideward, 5. 

) Jump right sideward, 6. 

) Straighten knees, 7-8. 

) Face right and jump to cross stride position (right foot forward and 
left foot back) , raising right arm forward and left arm back, 1 . 

b) With a jump, change position of feet and arms, 2. 

c) With a jump, change position of feet and arms, 3. 

d) With a jump, change position of feet and arms, 4. 

e) With a jump, face left and stand in position, arms down, 5-8. 
After 32 counts for an intermission, repeat the whole drill. 



APPENDIX VIII. 



Minimum Pla"^ Space and Equipment, 



A. Elementary Schools and Small Playgrounds. 

Minimum Pla"^ Space — (a) For schools having less than 200 pupils 
there should be an unobstructed outdoor play space of 2000 square feet plus 
20 square feet for each enrolled pupil. 



GAMES AND DANCES. 335 

(b) For schools having more than 200 pupils there should be an unob- 
structed outdoor play space of 2000 square feet plus 30 square feet for each 
enrolled pupil. 

(c) For use during inclement weather there should be in schools of less 
than 200 pupils an unobstructed play room or gymnasium not less than 30 by 
83 feet, and for schools of more than 200 pupils at least two such spaces. 

Pla]) Equipment — The minimum play supplies for one year in a school 
of less than 200 pupils should be: Two soccer footballs (for all forms of 
gymnastic games), one volleyball, three indoor baseballs and one bat. 

The stationary apparatus equipment, if such can be provided, should 
consist of one giant stride, two low horizontal bars, one jump pit. one swing 
frame with four seats. 

For schools of more than 200 pupils these supplies and equipment shouU 
be increased proportionately. 

B. High Schools and Large Playgrounds. 

Minimum Space — The outdoor play space should be large enough to 
allow the playing of vigorous games, and the practice of the standard ath- 
letic events. While an adequate athletic field some distance from the school 
is very useful, a smaller space immediately adjoining the school is of greater 
value. This unobstructed play space should be not less than 40,000 square 
feet. If it is possible to secure a field large enough for a full-sized baseball 
field, this would be extremely useful at all times of the year. 

The gymnasium space should be large enough to accommodate all pupils 
not less than two periods per week. Forty square feet of floor space per 
pupil is necessary. In large schools this means several gymnasiums. It is 
better to have several small gymnasiums than one large one. A space used 
as a gymnasium should, however, have not less than 3000 square feet. 

Equipment — The equipment for the play field should consist of a suf- 
ficient number of balls, bats, hurdles, jump pits, shot, etc., necessary for a 
vigorous play life of high school students. 



336 GAMES AND DANCES. 

The equipment of the gymnasium should be very simple, consisting 
mainly of types of apparatus allowing mass instruction. 

Unobstructed Play Space Needed for School Games. 

1. Ring Games (Cat and Mouse type) — A circle of 25 feet is needed 
for 30 to 40 players. This is a total of 623 square feet, equaling 1 8 square 
feet per player. 

2. Tag Carries — A field 35 by 40 feet is needed for 30 to 40 players; 
1 400 square feet equals 40 square feet per player. 

3. Pla]^ Apparatus, like Giant Strides, Swings, Ladders, Bars, etc., 
employ from 15 to 20 players — Each piece of apparatus needs about 700 
square feet; equals 40 square feet per player. 

4. Dodgeball — A circle of 45 feet is needed for 30 to 40 players; 
2000 square feet equals 50 square feet per player. 

5. Volley Ball — A court 25 by 50 feet is needed for 20 players. With 
a little space at the sides an oblong, 30 by 55 feet, is needed; 1650 square 
feet equals 80 square feet per player. 

6. Captain Ball — The court for 20 players is 30 by 60 feet. The 
oblong space needed is 35 by 65 feet; 2275 square feet equals 1 1 3 square feet 
per player. 

7. Playground Ball — A court 60 by 70 feet is needed for 20 players. 
The oblong necessary is 65 by 75 feet; 4900 square feet equals 245 square 
feet per player. 

8. Basket-ball — A court 50 by 70 feet is needed for 1 players. The 
oblong space needed is 55 by 75 feet; 4000 square feet equals 400 square feet 
per player. 

9. Football— The field for 22 players is 160 by 330 feet; 52,800 
square feet equals 2400 square feet per player. 

10. Baseball— The field for 18 players is 250 by 250 feet; 62,500 
square feet equals 3472 square feet per player. 



GAMES AND DANCES. 



337 



IL 



n 



n 



30' 



3 



LJ 



n 



n 



B- 



CoMPosiTE Play-Courts. 

Permanent courts on a playground or in a gymnasium are a definite means 
for securing more play. This is especially true if one considers many of the 
more modern games which are now becoming well known to all boys and 
girls. Frequent and extensive experi- 
mentation has resulted in the evolution 
of two composite fields that can easily 
be painted on the bricks or cement of 
schoolyards, or inlaid with narrow 
boards set up on their edges in the 
earth of other grounds. 

Court No. ] . 
The size of this court is 30 x 60 
feet. The parallel fields are each 
10 x 30 feet. The bases are 1 8 inches -^■ 
square. 

The games that may be played on 
this court are: Endball, Corner Ball, 
Captain Ball, Dodgeball (in a square) , 
Progressive Dodgeball, Base Dodge- 
ball, Rabbits, Prisoners' Base, Promo- 
tion Ball, Volley Ball and Battle Ball. 

Some of these games must be 
modified slightly. If, for instance. 
Rabbits is to be played with a captain, 

a line must be drawn vertically through the center; for Promotion Ball the bases 
lie more in an oval than in a circle; for Endball the end base (10 feet) is 
rather too wide; while for Prisoners' Base the prisons should be drawn at the 
extreme right of the base line (if played on the full-sized field). These 
changes, however, can be made quickly with chalk on a paved playground, or 



i: 



u 



338 



GAMES AND DANCES. 




scratched in with the heel on an earth playground. Dodgeball can be played 
in a square as well as in a circle. If the square is too small for older boys a 

rectangle composed of four (or more) 

fields may be used. 

Court No. 2. 
The diameter of this court is 35 
or 45 feet. 

The diameter of the small circles 
is approximately 2 feet. Strong barrel 
hoops will answer for these circles on 
earth playgrounds. 

For girls the 35-foot diameter is 
preferable. 

The games that may be played 

on this court are Dodgeball in a circle, 

Base Dodgeball, Captain Dodgeball, Tower Ball, Promotion Ball for older 

pupils. Toss-up, Pussy Wants a Corner or any other game requiring a definitely 

outlined circle. 

Pla]^ Surface — The ideal play surface is grass. This, however, is an 
impossibility in schoolyards. The ring games for the younger children and 
some of the vigorous games of the older players make it advisable to have at 
least one-half of the school yard nearest the building paved with cement, 
asphalt or brick. The rest of the yard should be built up with a sub-base of 
at least 1 2 inches of clean cinders, upon which should be placed a layer of 
fine (less than half-inch) macadam. The top of this built-up surface should 
be finished with a layer of fine crushed stone (screenings). Each one of these 
layers should be rolled with a heavy steam roller. This last layer of very fine 
stone must be renewed perhaps every year or two, the frequency depending 
upon the use the playground is put to. The playground is, perhaps, that part 
of a school plant that has the hardest usage. It must, therefore, be looked 
after at least as frequently as other parts of the school plant that have a great 
deal of wear and tear. 



GAMES AND DANCES. 339 

APPENDIX IX. 



Information Relating to the Management of Summer Pla]; grounds. Swimming 

Centers and School-Year Playgrounds. 



Expert supervision and direction is as necessary in recreation work as in 
any other kind of work. Most of the following rules are taken from the 
pamphlet regulating the summer and recreational activities of the Philadelphia 
Board of Public Education. With slight modifications they are applicable 
everywhere. 

A. VACATION PLAYGROUNDS. 

1. (a) Each playground is under the control of one or more teachers. 
Every playground also should have a janitor. 

(b) An applicant for a teacher's position should have some experience 
in playground work. 

In Philadelphia playground teachers' certificates are granted to teachers 
who have satisfactorily passed the playground course given by the Board of 
Education. 

Assistant teachers may be appointed from regular class-teachers, senior 
students in normal schools, and from students in colleges and universities who 
show the proper qualifications. 

3. The head teacher has full charge of the playground, and assigns all 
work to the other teachers, assistants and janitors. 

4. Applicants for positions should understand that playground work is 
of a very strenuous nature, demanding physically well-formed, active and sym- 
pathetic teachers, and that no one incapable of bearing a prolonged mental and 
physical strain should apply. Being fond of children, or capable of umpiring 
a game of basket-ball is not the only requirement for a playground teacher. 
Teachers must be more than nurses, or high-grade policemen or coaches. 
Playground teaching is an accomplishment which must be acquired by hard, 
conscientious training. 



340 GAMES AND DANCES. 

The following application cards are used in Philadelphia : 



The Board of Public Education, Philadelphia. 

application for a position in the summer playgrounds. 

Send this application to the Director of Physical Education, Stock 

Exchange Building, before March 1 st. 

Name School 

Residence Telephone 

If it is impossible for you to teach any time during July and August, state 

this definitely 

Tabulate in the following the last three playgrounds in which you taught : 
Month and Year. Playground. Position Held. Names of Associates. 
1 



If you never have had a playground position under The Board of 
Public Education in Philadelphia, please fill out the blanks on the 
opposite side. (over) 



Age Color Married?. 

Have you a teacher's certificate? From where? . 

Where are you teaching (or studying) ? 

What preparation have you had for playground work? 



Underline once the things you are prepared to teach, tJvice your 
specialties. 



Song Games 
Gymnastic Games 
Team Games 
Track and Field Work 
Apparatus Work 
School Dances 
Songs — Stories 



Paper Folding 
Cardboard Sloyd 
Raffia and Reed 
Basketry 
Hammocks 
Chair Caning 
Woodwork 



Other Activities. 



(over) 



GAMES AND DANCES. 341 

5. The vacation playgrounds generally are open during July and August, 
six days per week. As a rule there are two sessions per day, the morning 
session being from 9.00 to 12.30 o'clock, the afternoon session from 1.30 to 
5.00 o'clock. The grounds are opened at 8.30 o'clock, remain open over 
noon, and are not closed before 5.1 5 o'clock. Where local conditions make it 
advisable, these hours may be changed. 

6. It is wise to have the applications for teaching positions come in early, 
so that the prospective teachers may be interviewed. 

Salaries. 

7. The following information is taken directly from the Philadelphia 
schedule : 

Teachers in Pla];§rounds. 

Per Month. 

Class E $120.00 

Class D 1 10.00 

Class C 100.00 

Class B 90.00 

Class A 70.00 

No teacher shall be eligible for a Class B position who does not hold a 
playground teacher's certificate. 

No teacher of Class B, C or D shall be advanced to a higher class who 
has not had at least 2 years' experience in the next lower class, and whose 
service has not been certified by the Superintendent of Schools as so efficient as 
to warrant such advancement. 

Teachers of Class E shall be employed only in playgrounds having at 
least three teachers, and not more than one Class E teacher shall be employed 
in any playground. 

Note — (1) Playground assignments are only for one month. Should the 
interest of the service demand it, a teacher of Class B, C or D 
may be assigned for two months. 

(2) Teachers of Class A may be assigned for any part of a month. 

(3) Class A teachers are placed on the eligible list in accordance with 



342 GAMES AND DANCES. 

their rating for work done during the Training Course for Play- 
ground Teachers. Persons who have not attended this course 
may secure places upon the eligible list by attending an exam- 
ination held for this purpose. (For detailed information address 
the Exammer.) 
Janitor $30.00 per month 

Preparation. 

8. (a) In small schoolyards, the playground work principally is the 
care and instruction of young boys and girls. Teachers in such playgrounds 
must have a thorough preparation in games, stories and occupation work suit- 
able for children from 4 to 1 2 years of age. 

(b) In the larger schoolyards, where boys and girls from 4 to 1 6 years 
assemble, there are two or more teachers, one to take care of the smaller 
children, and the othei (if possible a man) to look after the older children. 
This teacher for the older children should have some knowledge of handwork 
suitable for these pupils — e. g., reed and raffia work, chair caning, hammock 
making, woodwork, etc. He also must have a knowledge of team games, and 
of easy apparatus work. 

9. All teachers should have a good working knowledge of many games, 
songs and stories. They should be competent to select songs and stories for 
their educational and moral values; and, as playground teachers are expected 
to teach songs, they must possess a "singing voice.'* 

Duties of Teachers and Janitors. 

1 0. The Teacher in Charge of a playground is responsible for the 
moral and physical welfare of the children. He (or she) should seek the 
sympathetic interest and hearty co-operation of the people of the neighborhood. 
The head teacher must have good executive ability, be capable of conducting 
and organizing the work in every department. 

He is responsible for the proper care and condition of all apparatus and 
supplies; also for all reports and statistics. Accidents or unusual disturbances 
must at once be reported in writing to the office. 

11. The Assistant Teacher shall be responsible for all work assigned 
by the teacher in charge of the playground. He (or she) shall perform to the 
best of his ability every requirement of the program. 



GAMES AND DANCES. 343 

12. The Janitor shall help the teacher in maintaining order, and to 
make the playground an attractive and welcome place for boys and girls. He 
is responsible for all play apparatus and play materials at the close of each 
session; and shall see that seats, benches or chairs are in place and that all 
swings and apparatus are put up at 8.30 A. M. and taken down not earlier than 
5 P. M. He shall examine all play apparatus each day and make all necessary 
repairs. He shall also give reasonable assistance in the distribution of small 
toys and games and keep a careful watch upon all play materials. The play- 
ground must be kept clean. The sand bin must be kept free from rubbish and 
the sand must be wet whenever the teacher in charge advises. 

Toilets must be clean, and careful oversight kept upon them, and all 
loitering around them prevented. 

Programs. 

13. (a) While it is not advisable to have a "cast iron" program, it 
must be understood that every playground must have a program, elastic and 
suited to its conditions, which may be varied according to temperature, rain 
or other temporary local conditions. 

(b) The number and kind of songs, games and other activities always 
must depend upon the conditions found in each particular playground. 

(c) It is to be understood that the change from one activity to another 
is not always to take place at the minute suggested in the programs. If the 
children are in the midst of an interesting game do not make a change. 

(d) The program should be arranged so that the afternoon and morning 
sessions shall have sufficient change and variety of activities to promote the 
interest of those attending. If, as a rule, younger children attend in the morn- 
ing, then the activities should be arranged largely for young children. Care 
must be taken not to plan a program for children between the ages of 1 and 
1 4 years when the majority of children in a playground are under I years. 
For the opening exercises the songs, talks, stories must be arranged for younger 
and older children. 

Typical Programs. 

14. As a helpful suggestion to the teacher in arranging activities, two 
programs are outlined somewhat in detail ; one for morning, typical for a play- 



344 GAMES AND DANCES. 

ground attended by many young children, in charge of older brothers or sisters; 
the other a program for the afternoon session of a playground attended largely 
by older boys and girls. 

I. Morning Program. (For Younger Children.) 

The yard is cleaned and opened by the Janitor at 8.30 o'clock. 

8.30 to 9.00 — Free Play (janitor in charge). 

9.00 to 9.30 — Morning Exercises. SongSy Nature Talks or Stories. For 
instance: Hymn — Father, We Thank Thee. Songs relating to the weather 
and season — i. e.. Good Morning to You, Glorious Sun; Good Morning, 
Pleasant Sunshine ; Wake, Says the Sunshine ; or songs emphasizing the season ; 
or songs connecting with the thought to be developed by the teacher during the 
story. Tell the story of Bennie*s Sunshine; or have Rhymes, Finger Plays or 
Sense Games. 

9.30 to 1 0.00 — Distribute Small Play Materials. Such as sand-buckets, 
bean bags, horse lines, ring toss, quoits; also books, etc. Free Play (under 
direction of the teachers) . 

1 0.00 to 1 0.30 — Marching. For instance: For younger children, simple 
marching and rhythmic exercises — Flying Birds, Galloping Ponies, Skipping, 
Creeping, Running, etc. Games for Younger Children. For instance: Little 
Children, Come Let Us Form a Ring; Did You Ever See a Lassie? How 
Do You Do, My Partner? Drop the Handkerchief; Sunbeams; Spin the 
Platter; Quiet Game. Older children during this time, under direction of a 
leader, are at play on the apparatus or with quoits, ring toss, etc. 

1 0.30 to 1 1 .00 — Games of Higher Organization, Team Games for 
Older Children. For instance: Fistball, Endball, Corner Ball, Prisoners* 
Base. Young children during this time play in the sand, on the swings, with 
bean bags, etc. Folk Dances or Directed Work on the Apparatus. For in- 
stance : Class work on the Giant Stride, on the Ladder, or on the Horizontal 
Bar. Or Folk Dances: The Carrousel: I See You; Come, Dear Partner, 
Dance With Me; Shoemakers* Dance; Gustaf's Skoal, etc. 

I 1 .00 to 1 2.00 — Occupation Work, conducted in groups of younger and 
older children having a leader in charge of each group. For instance: For 
younger children, paper construction work; simple exercises in furniture or 
paper folding or simple wmding exercises in raffia making picture frames. 



GAMES AND DANCES. 345 

Older children make baskets with raffia or reed, make hammocks, or cane 
chairs. 

12.00 to 12.30 — Free Play and Dismissal. 

12.30 to 1.30 — Luncheon Period. 

15. (a) TTie work in the program for a large playground visited 
mainly by older children, in which a man teacher takes charge of the older 
children, must necessarily be of an advanced character. Strict attention must 
be given to the proper and correct use of the gymnastic apparatus. Teach the 
proper use of the giant stride, the ladder and other apparatus. For instance: 
Do not allow the ropes of the stride to be tied together for swings; allow no 
sitting on the ladders, etc. 

(b) Various forms of track and field work should be taught. For 
instance: the dashes, the length and kind being determined by the character of 
the yard; running broad or high jump; standing broad or high jump; or hop, 
step and jump ; the triple standing jump ; basket-ball far-throw ; relay races in 
which all may participate; plain relays in shuttle form; or obstacle relays, 

II. Afternoon Program. (For Older Children.) 

1 .30 to 2.00 — Patriotic Songs. Songs and Stories emphasizmg ideas of 
service. For instance: America; Hats Off When the Flag Goes By; There 
Are Many Flags of Many Lands; Betsy Ross; Salute the Flag, etc. After 
the singing tell a hero story, like How Cedric Became a Knight, etc. (see 
list of stories). 

2.00 to 2.30 — Free Play (under supervision of the teachers). 

2.30 to 3.00 — Track and Field Work- Dashes — Relay races in shuttle 
form or Obstacle Relay. During this time give to the younger children games 
of skill like Ring Toss, Potato Races, a leader being in charge. 

3.00 to 3.30 — Team Games of High Organization for Girls. For in- 
stance; Captain Ball or Volley Ball. Let the boys play Quoits or Tether- 
ball during this time, and give to the younger children the Swings, Teeter- 
boards, etc. 

3.30 to 4.00 — Team Games of High Organization for Boys. For in- 
stance: Hand Baseball, Battle Ball, Progressive Dodgeball. Let the girls 
play Ring Toss or Bean Bag games during this time. Encourage girls to play 
games previously taught, under the leadership of one of their own number. 



346 GAMES AND DANCES. 

4.00 to 5.00 — Occupation Work; or Team Games; or Folf^ Dances. 
For instance: Cardboard Sloyd or Scrap-book making, grouping the pictures 
with some idea of intellectual development, relating perhaps to the literature of 
great men and women. For the boys, have knife work. Kites can be made ; 
put the frame together, paste on the paper decorated with the boys' own 
designs. Or if Team Cames are to be played : Rabbits, Prisoners' Base, etc. 
Or, if Folk Dances: Will You Dance With Me? I See You; Come, Little 
Partner; The Wind; Strasak; German Clap Dance, etc. 

III. Special Programs. 
1 6. One afternoon of each week a series of patriotic songs, games or 
some suitable review of the work should be presented. Saluting the flag, or, 
where possible, a flag raising exercise with suitable marching and songs is also 
appropriate, especially in the so-called "foreign districts." These special 
programs are to be arranged each week and an effort made to create through 
them a neighborhood interest in the playground. Invite the parents to be pres- 
ent. Interest civic organizations to send representatives. 

Where Song Games May be Found, Suitable for Children Under 

10 Years. 

1 . Ring Games. Forming the ring. First, Second and Third Ring 
Songs by Patty Hill. 

2. Imitation Games. Laddie and Lassie (Eleanor Smith, No. 2) ; 
Farmer in the Dell ; Here We Go 'Round the Mulberry Bush ; The Musician 
(Marie Hofer) . 

3. Pursuit or Teasing Games. We All Stand Here in This Nice Ring; 
Chasing the Squirrel; Drop the Handkerchief (Games AND Dances). 

4. Social Games. As I Was Going Down the Street (Hofer); I 
Went to Visit a Friend One Day (Poulsson). 

5. Partner or Courtes]) Games. Emphasizing Social Relations; How 
Do You Do, My Partner (Hofer) ; Let Your Feet Tramp (Hubbard) ; 
Come, Dear Partner, Dance With Me (GaMES AND DaNCEs). 

6. Activity Games (where rhythm is dominant). The chief object is 
bodily exercise and development. See Saw; Rocking-horse (Smith); The 
Swing (Gaynor) ; Here We Dance Looby Loo; Oats, Peas, Beans and 



GAMES AND DANCES. 347 

Barley Grow; Jolly is the Miller; Muffin Man; I See You; Carrousel; Will 
You Dance With Me? (Games AND Dances). 

7. Marching Carries. (Line and Circle.) We March Like Soldiers, 
Left. Left; Listen to the Music (Gaynor) ; Soldier Boy (Hofer) ; The 
Snail; Needle's Eye; Twining the Wreath; The King of France (Hofer) : 
The Arch; One by One; Salute the Flag (Gaynor). 

8. Carries Representing Human Activities. The Farmer; The Baker 
(Blow) ; The Blacksmith (Neidlinger) ; The Miner; The Shoemaker (Gay- 
nor) ; Wheelwright (Blow). 

9. Ball Cames for very young children, with song. Bouncing, Tossing; 
In My Hand a Ball I Hold (Jenks and Walker and Gaynor Books). 

10. Finger Plays. Here's a Ball for Baby; A Little Boy's Walk; 
The Little Mice Are Creeping; Beehive; Anthill (Poulsson). 

n. Sense Cames. Seeing, Hearing, Touch, Guessing: Songs to be 
found in the Gaynor Books, Jenks and Walker, Kate Douglass Wiggin (Kin- 
dergarten Chimes). 

12. Rhymes. Counting Plays and Memory Cems. For instance: 
Over in the Meadow; Whittier's Child Life; Mother Goose, etc. 

List of Dances Suitable for Children Over 10 Years. 

Carrousel. The Wind. 

I See You. See Saw. 

Will You Dance With Me? Swedish Ring Dance. 

Shoemakers' Dance. Swedish Clap Dance. 

Danish Dance of Greeting. German Clap Dance. 

Gustaf's Skoal. Strasak (Annie Goes to the Cabbage Field). 

Games for Children Over 7 Years. 
Games may be classed as: L Gymnastic Games; II. Ball Games and 
as III. Team Games. These (rather arbitrary) divisions are again sub- 
divided into several degrees of difficulty. A few games, which every teacher 
should know, are mentioned under each heading. Teachers are expected to 
learn as many more games as possible so as to be equipped for all the extraor- 
dinary demands which their playground will be certain to make upon them. 
Games and Dances will be a safe s;uide for suitable additional games. 



348 GAMES AND DANCES. 

I. Gymnastic Games. 

1. Easy Games: Cat and Mouse; Tag Games (plain tag, hand tag, 
squatting tag). 

2. Medium Games: The Beetle Is Out; Third Tag and Run; Jumping 
Circle ; Fox and Chickens. 

3. Difficult Games: Three Deep; Lame Goose. 

II. (a) Ball Game and (b) Races. 

1 . Easy (a) Bean Bags (various forms of tossing and catching) ; Toss 
Into a Ring; Bagboard Tossing; Teacher-ball. 

(b) Running Races over short distances. 

2. Medium (a) Tossing and Catching a Basket-ball; Toss Up (name 
the catcher) ; Teacher-ball (toss at greater distances) ; Passball. 

(b) Hopping Races over short distances; Potato Races; Pass the Bean 
Bags — Bag Relay; Handicap Races (older boys carrying a companion, jump 
over obstacles, etc. ) . ^ 

III. Team Games and Races. 

1. Easy Games (of low organization). Dodgeball in a circle; Rab- 
bits; Battle Ball; Endball; Corner Ball; Plain Relay; Obstacle Relay (over, 
under or around certain objects; executing a roll-over, etc.). 

2. Difficult Games (of high organization). Prisoners' Base; Volley 
Ball; Captain Ball; Hand Baseball; Handball; Captain Dodgeball; Pro- 
gressive Dodgeball. 

The games spoken of are to be found in GamES AND DaNCES. 

A List of Songs Suitable for All Children. 

Patriotic Songs: America; When the Flag is Full of Stars; You're a 
Grand Old Bell; My Dreams of the U. S. A.; Hats Off When the Flag 
Goes By; Miss Liberty; My Own U. S. A.; Salute to the Flag. The 
National Hymns of Other Nations — [. e., these to be governed by the neigh- 
borhood in which the playground is located. 

Nature Songs, etc. The Bird's Nest; The Moon Boat; Greeting to the 
Sun; The Crow (Gaynor). 



GAMES AND DANCES. 349 

Flower Songs — e. g., Dandelion; Buttercups; Daisies; Sweet Pea 
Ladies, etc. (Gaynor). 

A. B. C. Song; New Yankee Doodle; Rounds; Hark, Hear the Bell, 
Boys; Three Blind Mice. 

A List of Stories Suitable for Little Children Under 7 Years. 

(The books in which the stories may be found, or their authors, are 
mentioned first.) 

Beatrice Poster: Peter Rabbit. 

Jane L. Hoxie: Ludwig and Marleen. 

Emily Poulsson: Go to Sleep Story; Wake Up Story. 

Maud Lindsay: The Little Gray Pony; Dust Under the Rug; Search 
for the Good Child; Wishing Wishes. 

Sara C. Bryant: Raggy Lug. 

Kipling: The Elephant's Child. 

Heart of Oak Books: The Three Bears. 

Klingensmith : The Little Red Hen, Who Found a Grain of Wheat. 

Elizabeth Harrison: Hans and the Four Big Giants; How Little Cedric 
Became Knight; Prince Harweda; The Magic Prison; The Line of Golden 
Light. 

Stories for Children of All Ages. 

Elizabeth Harrison: In Story Land. 

Tanglewood Tales: Dragon's Teeth. 

Heart of Oak, Volume IV: King of the Golden River. 

McDonald: North Wind; Princess Daylight. 

Brooks: Story of the Odessey; Boy Heroes. 

Mabie: Heroes Every Child Should Know. 

McGregor: Stories of King Arthur's Knights. 

Edgar: Boyhood of Great Men. 

Lang: Stories from the Faerie Queen; Yellow Fairy Book; Red Fairy 



350 GAMES AND DANCES. 

Book; Blue Fairy Book. 

Tappan : The Children's Hour. 

Klingensmith : Household Stories for Little Readers. 

Grinnell: Blackfoot Lodge Tales (Indian Folk Stories). 

Bailey and Lewis: For the Children's Hour; St. George and the Dragon. 

Eggleston's Stories of Great Americans for Little Americans. 

Eva M. Tappan, Volume IV: Beowulf the Hero. 

Baldwin : Siegfried ; Fifty Famous Stories ; Thirty More Famous Stories. 

Holbrook: Nature Myths. 

Guerber: Myths of Northern Lands; Myths of Greece and Rome. 

Yonge : Book of Golden Deeds. 

Pyle: Merry Adventures of Robin Hood. 

Kipling: Just-So Stories. 

Scudder: Children's Books; Sleeping Beauty. 

Morton : Heart of Oak. 

Suggestions to Those Who Aspire to Become Successful 

Playground Teachers. 

1 . Prepare for your day's work. Success in any line is always the 
result of faithful sympathetic work based upon careful preparation. 

2. Be punctual. Always arrive at your post so as to have ample time 
for preliminary arrangements. Do not leave before the official time for closing. 
When you leave be certain that your playground is in good condition. 

3. Be dignified, yet sympathetic. Look upon your opening exercises 
as that part of your playground work which ought to have an elevating influ- 
ence upon all children. Allow nothing to go on in the ground at this time that 
will interfere with these exercises. 

4. Be thorough in what you undertake. The words of songs must be 
known if children are to enjoy singing; also, the rules of a game must be 
understood if the game is to do more than amuse for an instant. 

5. Insist upon order. Freedom does not mean disorder or license. 
Orderly procedure gains the good will of all children, even the wildest. 
During the occupation period, order is essential if your pupils are not ta 



GAMES AND DANCES. 351 

degenerate into a mob. One thing, however, is never to be lost sight of. 
namely, that all playground work must be of a much freer character than is 
customary in most schoolrooms. 

6. Lastly and chiefly, do not regard yourself as a high-grade policeman. 
Try to understand child nature. Enter heartily with a childlike spirit into the 
children's plays and games. Then, with adequate preparation and faithful 
service, you have all reason to expect success. 

C. SWIMMING CENTERS. (During Vacation.) 

1 . The swimming centers are established in conveniently located public 
baths of the city. 

2. Each center has two teachers; a man to teach the boys and a woman 
to teach the girls. Swimming instruction is primarily for pupils of the fifth 
school grade, the children averaging 11 to 1 2 years of age. These pupils are 
arranged in squads of four (to six) and receive two half-hour lessons per week. 
Mass instruction methods are used in teaching. The swimmmg movements 
are first explained on dry land, then, when good co-ordination is gained, swim- 
ming belts and water wings are used for instruction in the basin. The majority 
of pupils swim fairly well after they have had eight lessons. From time to time 
those who can swim with a good breast stroke are given a chance to pass an 
efficiency test. This test consists of swimming the breast stroke continuously for 
twenty minutes. 

3. In order to secure an appointment as a teacher of swimming, the 
applicant must, during January or February, fill out an application blank. The 
applicant must further demonstrate his practical ability as a teacher of swim- 
ming and show personal efficiency at a time and place set. Applicants must 
have a complete theoretical and practical knowledge of the breast stroke. 

4. Instruction is given during ten weeks at the swimming centers. The 
season is divided into two terms of five weeks each, six days per week. Swim- 
ming teachers are paid at the rate of v$1.00 per hour. 

5. Teachers are required to keep a strict account of property, such as 
water wings, suits, belts, etc., entrusted to their care. At the close of their 
term they are required to report upon the work accomplished. 



352 GAMES AND DANCES. 

D. SCHOOL -YEAR PLAYGROUNDS. 

In addition to the summer playgrounds, the board conducts playgrounds 
during the ten months of the school year in a number of properly equipped 
schoolyards. 

1 . During July and August play upon these grounds is conducted as per 
the schedule of hours and salaries governing the vacation playgrounds. 

2. Dunng the other ten months the school-year playgrounds are open 
as follows: (a) On school days until 5.30 o'clock; (b) on Saturdays and 
school holidays (Sundays excepted), from 9 until 12 and from 1 until 5.00 
o'clock. Local conditions may make it necessary to change these hours. 

3. A teacher is in charge of every ground. The janitor of the school 
hangs up and takes down the apparatus; he also has the same in charge after 
play time. 

4. The salary of the teacher is $L00 per hour. 

Where these positions are filled by grade teachers, said teachers are 
selected from the teaching corps of the school where the playground is located ; 
different teachers being assigned on different days of the week> in order that the 
legular school work of every class may receive its full share of attention. 

5. The salary of the janitor is $5.00 per month. 

6. The teachers conduct and supervise the play in the spirit outlined in 
the instructions for the guidance of playground teachers. They send a monthly 
report upon attendance and other matters of interest to the Director of Physical 
Education. 

7. Teachers and janitors are under the special supervision of the prin- 
cipal of the school. 



INDEX 



Ace of Diamonds (Danish Folk Dance), 99. 

Additional Playground Activities, 287. 

Advancing Statues, 62, 300. 

Age Aim Charts — 

Elementary Schools, 288. 
High Schools, 290. 

Alumni Three-Step, Dance (Music: "The 
Dorothy"), 212. 

Animal Blind Man's Buff, 38. 

Annie Goes to the Cabbage Field, 51-52. 

Arms, Legs, and Trunks, 299. 

A Spanish Couple Dance (Music: "Santi- 
ago"), 127. 

A Talk-Fest, 302. 

Athletic Events, Coaching, 269. 

Baby in the Hat, 114. 

Bag Board, 27. 

Bag in the Ring, 27. 

Bag Relay, 40, 81. 

Ball Games, Easy, 15, 16, 27, 40, 42, 59. 

Ball Relay, 80, 81, 108. 

Balloon Dance (Music: "Amaryllis"), 254 

Base Dodgeball, 116. 

Baseball as Playground Ball, 87. 

Baseball . Drill (Music: "Chin-Chin Fox 

Trot"), 247. 
Baseball, Foot, 185. 
Baseball, Wall, 177. 
Basketball Far Throw, 109, 276. 
Battle Ball, 171. 
Beanbag Catching, 16. 
Beetle is Out, The, 38. 
Bird Catcher, 298. • 

Black Man, 56. 

Black Nag, The (English Folk Dance), 129. 
Bleking (Swedish Folk Dance), 73. 
Blind Man's Buff, Animal, 38. 
Bluff King Hal (English May-Pole Dance), 

165. 
Bound Ball, 16. 
Break Through, 56. 
Broncho Tag, 93. 



Butterfly Dance (Music: "Eros"), 124. 
Button, Button, Who Has the Button, 301. 
Buzz, 299. 

Carrousel, The (Swedish Folk Dance), 33. 
Captain Dodgeball, 175. 
Captainball — 

Form I (End), 91. 

Form 11 (Corner), 88. 

Form III, 141. 
Cat and Mouse, 13, 24. 
Catching the Beanbag, 16. 
Catch the Wand, 26, 56. 
Catch Me, 27. 
Change Seats, Change, 39. 
Change Tag, 24. 
Charades, 303. 

Charts Showing Age Aims in Track and 
Field Events— 

For Elementary Schools, 288. 

For High Schools, 290, 291, 292. 
Chase Ball, 82. 
Chicken Market, 61. 
Children's Quickstep, Dance (Music: "The 

Wind"), 66, 67. 
Children's Polka (German Folk Dance), 34. 
Chimes of Dunkirk (French Folk Dance), 

19. 
Chinning, 276. 
Circle Pins, 138. 
Circle Relay Race, 179. 
Circle Tajr, 60. 
Civilization, Dance, 239, 
Clap Dance (Swedish Folk Dance), 74. 
Coaching, Track and Field Events, 269. 
Combination Volleyball, 180. 
"Come, Let Us Be Joyful" (German Folk 

Dance), 101. 
Come, Little Partner, 42. 
"Coming Through the Rye," Dance, 246. 
Competitive Mass Athletics, 280. 
Composite Play Courts, 337. 
Cornerball, 88. 



353 



354 



INDEX. 



y 



Course in Physical Training for Elementary 
Schools — 
Grades 1-2-3, 257. 
Grades 4-o-G, 261. 
Grades 7-8, 265. 
Crested Hen (Danish Folk Dance), 128. 
Cupid and Butterfly (Music and Dance), 

156, 161. 
.Czebogar (Bohemian Folk Dance), 130. 

Daily Setting Up Drills — 

Grades 1-2-3, 258. 

Grades 4-5-6, 262. 

Grades 7-8, 266. 
Dance of Greeting, 22. 
Dance with Me, 44. 
Dayball, 42. 
Day or Night, 60. 
Did Ycu Ever See a Lassie? 4. 
Dodgeball — • 

Stand, 27. 

In a Circle, 115. 

Double, 116. 

Base, 116. 

Progressive, 134. 

In Three Fields, 137. 

Run, 137. 

Fox and Chickens, 149. 

Captain, 175. 
"Dorothy, The" (Music for The Alumni 

Three-Step), 208. 
Drop the Handkerchief, 2. 
Duckstone, 40. 

Earth, Air and Water, 302. 

Efficiency Tests, 293, 296, 297. 

Elf's Frolic, The, Dance (Music: "See 

Saw"), 69. 
Endball, 91. 

"Eros" (Music for Butterfly Dance), 120. 
Experiments, 303. 

Fairies, The, Dance (Music: "Spring 

Song"), 48. 
i Field Ball, 173. 
First of May, The (Swedish Song Game), 

3.5. 
Floating Feather, 301. 
Fly Away, 299. 



Folk Dances — 
American — 

The Needle's Eye, 6. 
Bohemian — 

Annie Goes to the Cabbage Field, 
51-52. 

Czebogar, 130. 
Danish — 

Dance of Greeting, 22. 

Shoemaker's Dance, 50. 

Ace of Diamonds, 99. 

Three Dance, 103. 
_. Crested Hen, 128. 
English — 

Oats, Peas, Beans, and Barley, 7. 

Jolly is the Miller, 12. 

Sweet Kate, 100. 

Gathering Peascods, 163. 

May-Pole Dance (BluflP King Hal), 
165. 

Rufty Tufty, 218. 
French — • 

Chimes of Dunkirk, 19. 
German — - 

Little Sister, Come with Me, 17. 

My Brother, 30. 

Children's Polka, 34. 

Come, Let Us Be Joyful, 101. 

May Day, 149. 
Hungarian — 

Ritka, 220. 
Irish — ■ 

V_ Irish I>ilt, 167. 
Norwegian — 
\y' Mountain March, 54. 
Scotch — 

Highland Schottische, 215. 
Swedish — 

How D'ye Do, My Partner, 5. 

Our Little Girls, 20. 
\y I See You, 28. 

The Carrousel, 33. 

The First of May, 35. 

Gustaf's Greeting, 52. 

Bleking, 73. 

Hop, Mother Annika, 73. 

Clap Dance, 74. 

Tantoli, 75. 

Reap the Flax, 168. 

Oxdansen, 216. 



INDEX. 



355 



Follow the Leader, 15. 

Foot and a Half, 113. 

Foot Baseball, 185. 

Foot in the Ring, 59, 78. 

Fox and Chickens, 41. 

Fox and Chickens Dodgeball, 149. 

Frolic of the Brownies, Dance, 200. 

Gathering Peascods (Fnglish Folk Dance), 

163. 
Goal Ball, 183. 
Goal Throw, 110. 
Group Contests, 295. 
Guess Who, 41. 
Gustaf's Greeting (Swedish Folk Dance), 

52. 

Handball, 172. 

Hand Pulling Contest, 57. 

Hand Pushing Contest, 58. 

Hand Tag, 15. 

Hand Wrestling, 106. 

Hat Ball, 114. 

Hat on Back, 114. 

Highland Schottische (Scotch Folk Dance), 

215. 
Hit or Miss, 302. 
Hoop Toss, 25, 79. 
Hop, Mother Annika (Swedish Folk 

Dance), 73. 
Hopping Contests, 78, 79. 
Hopping Races, 37. 
Hop Scotch, 111. 
Hop, Step and Jump, 273. 
How D'ye Do, My Partner, 5. 
How Many Angles, 300. 
Human Burden Race, 77. 
Human Hurdle Race, 146. 
Human Hurdle Circle Relay Race, 179. 
Hurdling, 278. 
Hurl Ball Far Throw, 109. 

Indian Dance (Music: "Natoma"), 243. 

"In the Barn" (Music for Dance, The Jolly 
Crowd), 95. 
t^rish Lilt (Irish Folk Dance), 167. 
^ I See You (Swedish Folk Dance), 28. 

Isoline (Aesthetic Dance), 251. 



.Jacob, \\'here Are You? 26. 

Jolly Crowd, The, Dance (Music: "In the 

Barn"), 98. 
Jolly is the Miller, 12. 

Jumping — 

Standing Broad, 272. 

Running Broad, 273. 

Ho}), Sti J) and Juinj), 273. 

Running High, 274. 
Jumping Circle, 84. 
JumjMug Circle Race, 178. 
Jumping Circle Relay Race, 180. 
Jump Over, 26. 
Jumping Rope, 14, 26, 28, 57, 80. 

Kick Ball in a Circle, 1T(). 
Knee Raising, 276. 

Lame Goose, 56. 

"Larkspur" (Music for Normal School Ma- 
zurka), 151. 
Last Pair Run, 60. 
Leap Frog, 57. 

Let L^s Chase the Squirrel, 3. 
Little Sister, Come with Me, 17. 

Marching Drill, 326. 

Mass Athletics, 280. 

Mass Exercises for Exhibitions, etc., 306, 

309, 314, 317, 321, 326, 330. 
May Day (German Folk Dance), 149. 
May-Pole Dance (Bluff King Hal), 165. 
Medicine Ball, 82. 

Mininnmi Play Space and Equipment. 335. 
Mountain March (Norwegian Folk Dance), 

54. 
Muffin Man, The, 9. 
My Brother (German V'oik Dance), 30. 

Needle's Eye, The, 6. 

Normal Sc1i<m)1 Mazurka, Dance (.Music: 

"Larkspur"), 154. 
Number Race, 94. 

Oats, Peas, Beans and Barley, 7. 
O'Leary, 63. 
One by One, 10, 
One Deep, 84. 



356 



INDEX. 



Our Little Girls, 20. 

Overtake, 107. 

Oxdansen (Swedish Folk Dance), 216. 

Pageant — The Revival of the Play Spirit in 
America — 

Program, 222. 

Action of the Pageant, 225. 

Characters and Properties, 230. 

Costumes, 232. 

Description of the Dances, 237. 
Pass Ball, 107, 108. 
Pinball, 185. 

Play Courts, Composite, 337. 
Physical Training Course for Elementary 
Schools — 

Grades 1-2-3, 257. 

Grades 4-5-6, 261. 

Grades 7-8, 265. 
Playground Roundel (Music: "Summer 

Breezes"), T2. 
Playgrounds — • 

^"acation, 339. 

School-Year, 352. 
Playground Activities, Additional, 287. 
Play Space, Minimum, 334. 
Poison, 78. 

Potato Race, 41, 277. 
Prisoner's Base, 133. 
Progressive Dodgeball, 134. 
Promotion Ball, 84. 
Pulling Contests, 57, 59. 
Pull Over, 59. 
Punch Ball, 134. 
Pursuit Relay, 271. 
Pushing Contests, 58. 
Puss in the Circle, 39. 
Pussy Wants a Corner, 37. 

Quiet Games for AVarm Days, 298. 
Quoits, 79. , 

Rabbits, 105. 

Reap the Flax (Swedish Folk Dance), 168. 

Red Rover, 61. 

Relay Races, 40, 77, 80-81, 94, 107, 108, 178, 

179, 180, 270, 271. 
Relievo, 111. 
Rider Ball, 171. 



Ring Toss, 79. 

Ritka (Hungarian Folk Dance), 220. 
Rob and Run, 112. 
Rope and Ring, 302. 

Roster of Games and Dances for Ele- 
mentary Schools — 

Grades 1-2-3, 260. 

Grades 4-5-6, 264. 

Grades 7-8, 268. 
Rufty Tufty (English Folk Dance), 218. 
Running Broad Jump, 273. 
Run DodgebaU, 137. 
Running High Jump, 274. 
Running Races, 14, 17, 26. 
Running and Hopping Races, 37. 

Safety Tag, 119. 

"Santiago" (Music for Spanish Couple 

Dance), 126. 
Save Yourself if You Can, 300. 
School Playgrounds, Minimum Size, 334. 
School-Year Playgrounds, 352. 
"See Saw" (Music for Dance, The Elfs' 

Frolic), 69. 
"Secret, The" (Aesthetic Dance), 237. 
"Shepherd's Dance" (from Pageant), 245. 
Shoemaker's Dance (Danish Folk Dance), 

50. 
Shoulder Pushing Contest, 58. 
Shuttle Relay Race, 270. 
Simon Says, "Thumbs Up," 298. 
Simple Experiments, 303. 
Skip Tag, 15. 
Soccer Football — 

Form I, 117. 

Form n, 146. 

Form HI, 195. 
Spanish Couple Dance (Music: "Santi- 
ago"), 127. 
Spin the Plate, 25. 
Sprinting, 269. 
Squat Tag, 15. 
"Spring Song" (Music for The Fairies' 

Dance), 46. 
Standards for Boys, Proposed by The Boy 

Scouts of America, 297. 
Stand Ball, 85. 
Standing Broad Jump, 272. 
Stand Dodgeball, 27. 



INDEX. 



357 



statues, 62. 

Stick-I-Spy, 106. 

Sweet Kate (English Folk Dance), 100. 

"Summer Breezes" (Music for Playground 

Roundel), 70. 
Swimming Centers, 351. 

Table of Points for Group Contests, 295. 
Table for Changing Results into Points, 

296. 
Talk-Fest, A, J02. 
Tag, 15, 24, 37, 60, 61. 
Tag Football, 180. 
Tantoli (Swedish Folk Dance), 75. 
Teacherball, 16. 
Tetherball, 172. 
The Beetle is Out, 38. 

The Black Xag (English Folk Dance), 129. 
The Carrousel (Swedish Folk Dance), 33. • 
"The Dorothy" (Music for The Alumni 

Three-Step), 208. 
The Elfs' Frolic, Dance (Music: "See 

Saw"), 69. 
The Fairies, Dance (Music: "Spring 

Song"), 48. 
The First of May (Swedish Folk Dance), 

35. 
The Indians (Song for Indian Boys), 242. 
The Jolly Crowd, Dance (Music: "In the 

Barn"), 98. 
The Miller, 12. 
The Muffin Man, 9. 
The Needle's Eye, 6. 
The Secret (Aesthetic Dance), 237. 
"The Wind" (Music for Children's Quick- 
step), 65. 
Third Tag and Run, 37. 
Three Broad, 93. 



Three Dance, The (Danish Folk Dance), 103. 
Three Deep, 83, 93. 
Three Pins, 178. 
Tossing the Cap, 300. 
Toss Up, 59. 
Tower Ball, 110. 

Track and Field Events, Coaching Sugges- 
tions, 269. 
Trades, 62. 
Tug of War, 277. 
Two Deep, 84. 

Vacation Playgrounds, 339. 

Venus Reigen (Music and Dance), 203, 206. 

Virginia Reel, 131. 

Volleyball- 
Form I, 86. 
Form II, 140. 
Form III, 191. 
Combination, 180. 

Wall Ball, 109. 
Wall Baseball, 177. 
Wand Pushing Contest, 58. 
Warball, 139. 
Water Sprite, 42. 
We All Stand Here, 1. 
What Am I Thinking of, 301. 
What Are You Doing in My Garden, 13. 
Wicket Ball, 187. 
Wild Man's Field, 93. 
Will You Dance With Me, 44. 
"Wind, The" (Music for Children's Quick- 
step, a Dance), 65. 
Wrestle for the Wand, 57. 
Wrestling Contests, 106. 
Wrist Wrestling, 106. 



MEMORANDUM. 



BOOKS ON 

Physical Training and Games 



BY 



WILLIAM A. STECHER, B. S. G. 

Director of Physical Education, Public Schools of Philadelphia. Pa. 

Secretary, Committee on Physical Traininfj, American G* nmastic 

Union. Editor of "Mind and Bodv." 



GAMES AND DANCES 

A selected collection of Games, Song- 
Games and Dances suitable for Schools, 
Playgrounds, Gymnastic Associations, Boys' 
and Girls' Clubs, etc. Third edition. 

8vo, Cloth. Price, net $2.50 ; parcel post extra 

Tlie plan followed by this book is to present 
collectively, games and dances suitable for 
children or adults of each particular school 
grade or age group. This procedure places 
in the hands of a teacher a graded selection 
of games and dances, arranged in nine pro- 
gressive grades. Games marked (R) can be 
played in a room as well as in a playground. 
In an appendix a limited number of ' ' cjuiet 
games ' ' and ' ' problems ' ' for hot weather is 
presented, following which is a list of track 
and field events wiiich may be undertaken in 
the average playground. Connected with this 
is a record of the tests which the average boy 
and girl should attain. Last comes tln-ee se- 
lections of exercises suitable for mass drills 
on play-days or field days. 



THE THEORY AND PRACTICE OF 
EDUCATIONAL GYMNASTICS 

8vo, Cloth ((5x9 inches j, 194 Pages, with 
174 Illustrations, net $1.75 

In this excellent book Mr. Stecher has em- 
bodied the results of much thought and years 
of experience. The first part of the book is 
a clear statement of the tlieory and ])hiloso- 
pliy underlying pliysical education. The physi- 
cal training material for the different age- 
groups is outlined definitely. The aims to be 
reached for each age-group in free exercises, 
rhythmic stei)s, track and field work, appa- 
ratus work and in games are stated clearly. 
This part of the book is of unusual value to 
teachers in normal schools, or in teachers ' 
training schools. The last half of the book 
is eomi)osed of model lessons for each one of 
the eight school grades. Each lesson is out- 
lined definitely. Wherever necessary, illus- 
trations are introduced in each lesson, so as 
to leave no doubt in the mind of the reader 
regarding wliat is to be taught nor how it is 
to be done. 



THEORY AND PRACTICE OF EDUCA- 
TIONAL GYMNASTICS FOR BOYS' 
AND GIRLS' HIGH SCHOOLS 

Net $1.35 

The large number of half-tone illustrations 
used throughout these books make them ideal 
text books to be placed in the hands of the 
grade teacher as well as the special physical 
training teacher. 



THEORY AND PRACTICE OF EDUCA- 
TIONAL GYMNASTICS FOR 
JUNIOR HIGH SCHOOLS 

Net $1.75 

This volume completes the graded course 
of Phj'sical Training from the First Grade 
to the High School. 



A GUIDE TO TRACK AND FIELD WORK, 

CONTESTS AND KINDRED 

ACTIVITIES 

48 Pages, Illustrated, Net $0.50 

This i)aniplilet. with its appropriate illus- 
trations, will be a great help to the averjige 
class-room teacher who is looking for a guide 
for athletic activities. 



HANDBOOK OF GRADED LESSONS IN 
PHYSICAL TRAINING AND GAMES 

Part 1 for First and Second Grades. Net $0.50 
Part 2 for Third and Fourth Grades, Net 0.50 
Part 3 for Fifth Grades Net 0.50 

I'arts 1 and L' have each two «'oni]>lete 
grades of lessons embraring free exercises, 
fancy (dancing) stej>s, tactics and gnnios 
for the whole school year. 

Part 3 contains lessons for i»upils that 
have had four years of previous traininf^. 
The number of lessons for a year'.s work 
has been incroa.sc^l. Besides the regular les- 
sons in calisthenics, the book also contains 
a full set of lessons with wands. 



Published by JOHN JOSEPH McVEY, Philadelphia, Pa. 




c>5 



















•^ 

^ 



"ho" 



Vs. V^ ^ /• "^ -" ^ 






^ '"^^ V^' 




sN^^ 






* ^'^^'^^^' .^^ ^^^^ ^'''•'^^^^^^^^o 



^ ,0- 






•v 



■"^. 






\' 












A 



X r 






^- r, 






■^yw. 

























-,-=3 



.X 









A 



c^^ .,-W^.^ ^.^' 









-^^ -< ^A 



-^z. V 



V 









""-^e^ 











.\-^^ 



S^ 






. ,# 












^\ 






,v^-.W,'^/\.,^^v ; 






A 



^■^.- 



-^ '^^ ":-'/ e;i \»7 ^ .> 

<^ ^ , V ^ A 



-^t^ v^^ 






.\ t^ r, 






vOo 



\^ 



^^. 



■ o ^'^^'^■^^^ 






^«^- 



x-^ .J 






T' .A 



■*;<. 



-A 









r '<^ 



. ^ 

« O 



.00 



^oo^ 



■ ' * X 

. r. 







C" .v\j^ 



^oo' 



.^>' 



<:*-. " 



" / O 



■^ 



, '"^^\^' 

.s^^^. 



^. 












.> 



,^''- 






: ^^''"'^■ 



1^ '^ 






'c*-^ 








.^^^ 





CO' 



■"^^.. c^' 






/- 






s ■ 



.<?- 



^<> 















<. ^^ 



•^^ 







^ '>> -^ .O' .'too 















\^ ^ .^..^ - 






,0 









■*,c,'-^ 



'i'% 



^ - V t » 



<^ 






.'3 ^ ' "-< 



V 



V 





Oo 



00^ 





'^''^■ 




"^ v^^ 






x*'^- 










? ,0- 



"°-/. 






,0 






r ^^SS*?^''., 



'/- ,^^ 



■^c^. 



V.-^.- * ,1^^ 



.^ ^> 



■^ 






.1 ^ 



•4 









-^ 









^v^^ 



%, A^' 



^^J. s 






,>?> -n. 



.O-n 






aV^ '^r. 






r^ 



^^ 



-P.. vS 
















"^^ c^" 



A" 






-C, 



li" 



-^.^ 






.4 ^ 



LIBRARY OF CONGRESS 



020 237 174 7 



(,i' 



